TackerTacker's Recent Forum Activity

  • The tilemap plugin could use alot more functionality.

    • save additional data per tile
    • pop and push, like arrays. Maybe reverse and sort too?
    • a for each tile loop and a for area loop (start at x,y for width,height) <-- would be usefull for arrays too

    (I know you can do all of this with functions and array combos but especially in case of handling big data like arrays of tiles/data it is good to have efficient low level implementations )

    But i dont see that happen as long as Ashley doesn't get some more help with development. I don't know how he managed to develop c2 on it's own in the first place, but now that he develops c3 and has to take care of c2 on the side

  • I'm curious if anybody else is bothered by this ...or if I am the only one ?

    Shouldn't it be like this ?

    I noticed it a long time ago but just worked with it.

    Today i thought i search the forum but didn't find anything.

    Now I wonder if I missed a concept, or thought about arrays the wrong way all the time ???

    so...

    Is this correct ?

    Is it a bug ?

    Did someone else notice?

    Am I the only one that's thrown of by that?

    ...can we pls change it ?

  • goblynn93 I don't know if you ever found an solution or not but I just faced the same problems. For the next one who is searching for it... here is how I did it.

    http://i.imgur.com/VzBowpY.png

    You can get the folder path with the NW.js plugin expressions "NWjs.AppFolder", this will return the path to the install folder of the .exe once exported.

    For test purposes you can set the "pathToApp" variable manually to your project folder.

    After you exportet your project you have to manually create the folder "yourFolderName" in the win32 and win64 folder (the same folder where the exported .exe files are located) and put the images in it. I dont know if this works with osx and linux, because I have no way to test this (if some one does let me know if it works ). But osx has a "Resources" folder and i guess you can put the files in there no problem.

  • Oh, that is great. Thank you.

  • rexrainbow

    Thanks for trying , i'll go with the sprites then.

    When i disable collision and visibility of the sprites it shouldn't be too bad.

  • rexrainbow

    Sorry, I'm not sure if i understand what you mean?

    I made a .capx that shows what i wan't to achieve.

    But I want to achieve the same thing without using the "EdgeBlocker" sprite.

    Because I fear that the EdgeBlocker sprites can have a performance hit when the levels get bigger.

    If this isn't possible without using the EdgeBlocker sprite I'll do it with them.

    btw it's super fun to play around with this addon

  • Great addon as always

    Can you make this work with the official tilmap plugin?

    Or is there a way to make it work already?

  • rexrainbow

    Wow, that was quick.

    Everything works now, thank you !

  • Hi rexrainbow, I get a crash when I use this behavior in combination with the official Keyboard plugin.

    A .capx is attached.

    Here is an image of the crash and the console output in case you dont get the bug.

    construct2 r197 (64bit)

    win8.1 (64bit)

  • That's too bad, it would make some kind of universal gameobject possible. But it is a great addon anyway, without it i had to cycle through all animationframes on startup and load each image one by one, so thank you rexrainbow ... not only for this but for all your amazing addons

    Btw i just yesterday found out that your repository has a descriptions column. Maybe you could make the standart width of your repository app a bit wider that everybody sees that.

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  • rexrainbow is it possible for you to implement a way to create or delete an animation or animationframe on runtime?

  • megatronx

    You forget paid addons, and it can get very cluttered if you dont have the control over what addons get downloaded.

    It could happen very quick that you have a huge list of plugins and you dont know what 50% of them are doing.

    Would be good if addon developers could link to a documentation, it would be even greater if there'll be a place on the offical construct3 website for addon documentations, tutorials, examples, downloads and what not, so we all have a centralised spot for that.

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TackerTacker

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