Tokinsom's Forum Posts

  • Since C2 is completely internal your only option for collaboration is SVN, which I feel is overkill if you're only using it so, say, your team can collaborate on levels.

    That said, maybe we can have the ability to save layouts individually like some other engines do? And an "update layouts" button to apply changes made by team members? This way, if the project is on Dropbox or something similar, team members can work on levels at the same time without overwriting everything else or having to reload the whole project to update other team members' changes.

    Sure it's not the *perfect* solution but it seems like an easy way to allow teams to work on levels together without the hassle of SVN.

    Thoughts?

  • +1 for the 8th time I think

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  • [quote:1uhqxp8h]Many people are always complaining about the lack of big, serious projects in Construct 2, and I agree! All that we see right now, at least in terms of released content, are small webgames/freegames/mobile titles.

    It's really annoying to read this so often... Most "big, serious projects" take longer to develop than C2 has existed. There are quite a few in the works anyway.

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  • Currently playing through the "spiritual trilogy" (Soul Blazer, Illusion of Gaia, Terranigma). IoG is still my favorite but Terranigma is pretty good too. Certainly more ambitious.

    Also playing through the La-Mulana remake. The original is much, much better :T Give it up for Nicalis for ruining yet another indie gem.

  • Creating the object (not spawning it) at int(Mouse.X/150)*150 should do the trick. I usually make a cursor object that's set to that, then create the tiles at its position.

  • I'm not sure if it's due to a chrome or C2 update, but as of ~2 weeks ago my game is taking upwards of 25 seconds to preview (it usually takes ~3 seconds). I haven't seen any bug reports so I'm assuming it's chrome. Anyone having the same issue?

    On that note, the NW preview has always taken around 10-15 seconds to preview which is really annoying. Is there any way to speed it up?

  • BluePhaze There are no physics in the game. Most things use the platform, bullet, or custom (event-based) behaviors.

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  • This has been happening for me and my teammates since spritefont was added. You can 'fix' it by temporarily disabling WebGL.

  • "Properly formatted" I suppose. Check out Pyxel Edit - it's perfect for animating & formatting sheets like you want as it uses grid cels in place of animation frames.

  • Not sure what the point of this would be... If you're going for depth of field you should look into shaders or blurring your BG assets beforehand.

  • Er, well, as far as tilemap features Tiled offers a bit more, but C2's layout editor is significantly more powerful as a whole.

  • This is a fairly common and EXTREMELY useful feature that's been requested in the past. Not only does it allow you to "shift" large portions of the map, but lets you make complex patterns to be placed elsewhere and generally speeds up the entire tile-laying process as you don't have to move the cursor all the way to the tileset just to change tiles - you can pick up nearby ones. Suggesting you export your tilemap to an entirely different program, make one change, then import it back into C2, is pretty silly!

    Also instead of select,copy,paste,etc. it'd be quicker to have a tool where you click+drag to "pick up" the tiles and when you un-click it switches to the draw tool.

  • Oh yeah I forgot you have to use .ReadFile ^^; Like I said I was going by memory!