Tokinsom's Forum Posts

  • I just use underscores. Cam_GetX, Cam_DestinationReached, etc. Doubt it matters performance wise.

  • I'll use a single object for, say, collectibles. That way if an enemy drops one I can just spawn the object and set its animation from a list.

    However, if the game has a lot of floating collectibles then I'll use separate objects so I can easily pick them from a folder to place in the layout.

    For backdrops...it really is preference. You could bundle things like rocks, clouds, plants, etc. but do you want to refer to and type in the animation or frame for every instance? I'd rather have a folder of individual assets to pick from in that case.

    If they are usable you might want to bundle them into a single object and use conditions to tell them apart, since you can't refer to an object by name. For example you've got 3 different springs in a family. If you use "Player landed on spring family" then there's no way to tell them apart without a name variable. You might as well just use one object and compare the animation or something.

  • I wouldn't say it's worth the trouble.

  • Use System > Set Object's Time Scale

    Be sure to restore its timescale afterwards instead of setting it back to 1.

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    Yep, I'm getting ghost processes in beta 3 as well.

  • First time using the physics behavior in a game and it's pretty weird...

    How would I, say, make one object move quick and heavy like a rock, and another slow and floaty like a beach ball?

    Changing the world gravity does the trick, but it's global...so what the hell?

    I tried messing with the density but that seems to be the objects weight in relation to other objects. None of the other parameters did what I'm looking for.

  • Have you tried dist(x1,y1,x2,y2)?

  • Lots of fees, lots of waiting...but still fun to have stuff on the market. Only way to really know is to put your asset(s) on there and see for yourself!

  • Containers are very limiting and attempt to do waaaay too much for you. They wouldn't really help in this case either. Would strongly prefer a system like Unity's prefabs, but that's been discussed to death already.

  • You're fine this thread is almost a year old anyway

  • I wouldn't say people *HATE* Nintendo, but they have become very out of touch with their own IP's over the years and their games aren't that good anymore. But I mean...people need to realize that the Nintendo of the 90's and the Nintendo now is literally a different company / different staff, so, whatever. It's not like there aren't a million nintendo fangames out there anyway.

  • You can use an array and write the file via asJSON and the NWjs object.

    Otherwise the local storage files are in \appdata\local\yourgame\localstorage, iirc.

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  • Don't think there's anything you can do about that yourself. I've got a new side project with little more than a player w/ platform behavior and some tilemaps and I'm still getting jank.

  • https://www.scirra.com/tutorials/537/ho ... s-with-svn

    Don't waste your time with your own server though; just use Assembla or something.

  • (I think I remember someone saying they can more or less "type in events" just by getting really good with the keyboard shortcuts.) There's also the back and next buttons to easily switch between conditions and objects while preserving as much state as possible. So I think it's closer to keyboard-navigable than some people think.

    Yep, I very rarely use the mouse in the event editor. With C2's keyboard shortcuts, windows keyboard shortcuts, tab, search bars, arrow keys, and the like, you can "type out" events very quickly. The only time things are slow is when I'm filling out default array or dictionary info or something...but even then you could type out strings in local vars and run loops to split them up into arrays and such.

    The alternate UI is interesting but I don't feel it's better or worse, just different. I like that I can see everything at once...but it's not really necessary. With the current system I can find everything I need quickly and easily, only seeing what matters in a given step of the process.