Construct 2 relase 200 is coming

Discussion and feedback on Construct 2

Post » Sun Feb 08, 2015 3:26 pm

gamecorpstudio wrote:really want a feature that removes or enables you to remove the decimal points after E.g. 1,000,000.XXXX(last XXXX are decimals) or if i try something like


if number is => then 1,000,000
set text to number/1,000,000 to give me 1 not 1.000.000 <--- (1dot000dot000) :( so sad about this for the last 36 hrs ....


Floor()
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Post » Sun Feb 08, 2015 5:35 pm

megatronx wrote:Floor()



tried i actually solved it the bad part is that i have to create 4 more local variables for each item i have and alot more events sheets for each value distance E.G. =>1000 <=99999 and so on for ten,hundreds, mil,ten mils,hundred mil, etc hundred billions, its tedious but solved the problem i had
and floor does not work for more then value 1000 because if i use floor and have 10000 will give me 10.0 K for some reason automatically removes the decimal but adds another decimal point after 10, for 10,000 and the rest above numbers... i want in future not to have to write 100, lines for 10 items and have like 40 different events for each combination and range of values.... thanks for your help :)
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Post » Mon Feb 09, 2015 3:34 am

Colludium wrote:Full Box2d Web physics, instead of the current physics setup which is limited like a demo version.



enough said.
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Post » Mon Feb 09, 2015 3:37 am

At this point with the new ams.js build, there shouldn't be any reason we don't get a few new physics features. Kinematic bodies and prismatic and weld joints being at the top of the list. Also, they would be stupid simple to add...
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Post » Mon Feb 09, 2015 12:57 pm

@ruskul, i agree fully. The problem we have is the multiple choice physics leaves us with a "one size, fits nobody" solution. Since cocoonjs support has been deprecated, let's remove its physics option as well. That should free up the normal and emscripted box2d to add the large number of missing features. Hurrah!
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Mon Feb 09, 2015 1:11 pm

Tokinsom wrote:@Michael I use the low quality fullscreen & letterbox integer scaling options and have had no problems with seams.

you also have to use "power of 2" sized tiles
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Post » Mon Feb 09, 2015 5:34 pm

fldr wrote:you also have to use "power of 2" sized tiles

I don't think that is true- I have a 24x24 tile size in my current project and I don't see any seams.
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Post » Mon Feb 09, 2015 5:37 pm

Prominent wrote:
fldr wrote:you also have to use "power of 2" sized tiles

I don't think that is true- I have a 24x24 tile size in my current project and I don't see any seams.


That's n*2
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