aridale's Forum Posts

  • all that can really be said on this topic is

    1 - if you put it on the internet you no longer have full control over it. Accept it and expect it. Your graphics and things WILL be ripped regardless if someone wants em.

    2 - Never trust the client. Never ever... ever... under any circumstance. Refer to #1 if you wonder why. If its important you need to have it verified, stored, sent by, etc by a server YOU control.

    It all comes down to this. Once you put anythin (anything) on the internet you cant control it anymore. It can end up anywhere and everywhere and theres absolutely nothing you can do about it.

    This is the part most major media (games especially) companies have forgot: Dont try so hard to protect your media that you make it harder for yourself or your users to access. Only do as much as you need to do to keep it secure from users that prolly dont care anyway. The rest WILL get it regardless of what you do. All over protection does is make it harder for the legit users. The rest have already bypassed or removed it so it doesnt bother them anymore.

    The best approach you can take is to look at commercial mmos as the guideline. Make users login to access the game then refer to #2. How many mmos have you seen hacked? How many paid mmos can you get a hack and play for free on retail servers?

    Exactly.

  • I dont think them sayin "hey donate 95$+ and get one of the first consoles" is really the same as them sayin "hey once the console is being mass produced itll be 99$!!!"

    Could it mean that? sure! I dunno Im not them. The way I see it tho they were lookin for ways to get ppl to pledge money. They had no clue how much they were gonna raise if any. So that was a logical inclusion at a good price.

    Once this is all over and you can goto a local retailer and pick up a shiny new OUYA it may cost closer to 200$ no one can say yet

    As for the graphics. Its a console. Like others have said the exact specs are nailed down that means every dev knows exactly what theyre workin with. The prime example of how this plays out is the ps2. Look at the launch titles and then look at some of the last games made for it. Leaps and bounds for the most part.

    It happens with every console. Hell even look at some of the really late NES games as an example. The ps2 is really the prime example tho.

  • minify takes way less time than the rest. As ashley said its the recompression that takes the longest.

    The reason I cant just preview 90% of the changes is because its an online game and has to be tested online because of cross domain issues. So theres no gettin around export -> upload -> test -> change -> export -> for me or anyone else workin on a predominantly online game.

    And what exactly do you mean break my project?

  • any chance of this happening? I HATE havin to let it redo all the graphics in my project then minify before I can upload and test when all I did was make a simple quick "code" change.

    Id love to just be able to minify and thats it!

  • how can you change post data between c2 and your php? or do you mean somethin else?

  • doin it smoothly would be hard in c2 but the actual following isnt. You give each part an instance var with the id of the part it follows. After the main part moves then you loop thru following parts and set its location to where the part its following just was

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  • I dont think your spose to use the mouse plugin and the touch plugin together are ya?

  • if you can just POST it to php from the game wheres the problem?

  • I just saw this on another forum I goto all the time. Im gonna do the 99$ one

  • youd have to get it via ajax. Thats why I made my login with c2 instead

  • if all your frames are in the same sprite then you dont need an array to CREATE the tiles you just can use the array to store what tiles are where.

    The best way to go about randomly making this like you want is to generate the streets on a grid first then generate anything else in the places streets arent.

    The first thing you need is a layout evenly sized for your tiles. If the map can be 20 tiles wide then the layout needs to be the width of the tile*20 wide. Same for height.

    Now instead of thinkin in terms of x and y location you can think in terms of location on a grid (layout.width/tile.width = number of columns in the grid. layout.height/tile.height = number of rows)

    To generate your roads you need to start at a location on your grid (probably a corner or edge) and then place a road tile. Now you know that if your road is going left/right then you need to put another road tile up or down to make the full road. Thats upto you how you want to do it but you need to do it that way every time a road tile is made goin left or right.

    Now you need to randomly decide a direction for the next part of the road. You can do that with choose() or random() or however you want to set it up. But randomly pick a direction (going any direction but the one you went last aka if the last road was placed right you dont wanna go left this time just up down or right again)

    When you get to another edge or corner you know your roads done. That will generate one random road. Do it again from a different starting location to make another road etc.

    Its not the best or fastest way to do it but its a good way to get you started with randomly generated content. Once its working you can tweak it to make it do things like generate intersections and instead of makin 1 road at a time you can make it generate a new road everytime it makes an intersection.

    The main things are

    • use a grid dont worry so much about the actual x,y values. You DO need em to place the tiles in the right part of the grid but dont try to use those to generate the locations
    • You can use an array to store the tile in the same location in the array as it is in the grid (the grid is really a 2d array) then use this array to tell exactly whats where or whats empty (for makin buildings and stuff between roads)
    • dont generate over what youve already generated (dont go left if you just went right)
    • if you need somethin made with each tile generated do it then. Dont try to go back and do it after its generated. Like the other part of the roads in your case. Itll save you headaches down the road.
  • yeah its really really simple

  • there is?! All I know about is the dialogbox one. Id love to be able to write to the console! I use alert windows for all my debugging lol

  • the only problem with this kinda thing is you dont want the sprite used for the selection box to stretch. If you make a 1 pixel thick hollow square on an image then stretch that sprite to twice its original size then that 1 pixel thick border becomes 2 pixels thick.

    Maybe not a huge problem... possibly a very a big problem depending on the project. Either way it looks bad

    The way its normally drawn is with frame images. 1 for each corner 1 for each side and 1 for the middle which is usually tiled not stretched. Not an easy solution to setup in c2 tho

  • I think a bit less strict about how it checks things in general would be great. Maybe a toggle for expert mode? So you can move things around and not have to worry about half an event sheet gettin deleted cause the variable moved