Arima's Forum Posts

  • Sheep, your sig image is taller than the 120 pixels our forum rules allow - please resize it.

  • I hit that bug too, it would be a good one to have fixed.

  • Try R0j0hound's canvas plugin - that has a 'draw line' action to get you started.

  • Nice! I got a 'c2wrap.exe has stopped working' message upon closing as well, but it loaded quickly. The fps wasn't great on my machine either though - it was consistent, but no higher than maybe 30 fps.

  • Lucid's working on a program called spriter to make that easier. As far as I know, he's going to make it work with C2 as well.

    lucid, care to answer?

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  • I've noticed this too, actually.

  • eyeliner It's not that simple. First, that doesn't stop the crowding problem. "CrApps" can still make money and shove other apps out of the way.

    Some games use content that isn't theirs to trick people, and a lot of people don't think twice and buy it. Not to mention stuff that could still sell well gets hidden and pushed off the charts by new GOOD content as well! Apple really has needed to improve their ways to find new content - finding an app in an ocean of hundreds of millions is difficult.

    Another problem is ratings manipulation. I've read about companies that would get all their employees to rate their apps highly, or hire companies to rate their apps higher, and read about others who have slammed competing apps in the reviews to get and edge on them. At least apple is finally trying to do something about it though: industrygamers.com/news/apple-warns-against-manipulating-app-store-reviews

    And again, half a billion already and hundreds more per day. Youtube and the review sites can only do so much, and they can't be relied on to do it automatically for you. There are probably cases where someone was discovered without any effort, but generally it takes good marketing from the developer to stand out from the crowd.

    You can argue that if you want, but that's what I've read from developers who've tried. Even heads of industry have talked about how the app store is very difficult for indies and smaller companies.

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  • If you have a problem with the 5 apps limitation, maybe you should complain to appMobi about it instead of complaining to scirra about working with them. It's not a problem for many more than 2 people.

    eyeliner great games being buried by a mountain of crap is a real problem on the app store. Good games do not always rise to the top like some scientific principle. There are half a million apps on the store already, and hundreds more are released per day! I've read about developers who put a lot of time and effort into their apps and some didn't even make back the cost of the iphone to develop it on.

    TELLES0808 I'm not sure charging more is the best solution though - I think better ways to find content should be tried first. Fortunately, apple just bought chomp, a provider of tools to find apps, so it sounds like they're taking steps to fix that.

  • Well, it's not exactly a tree, more like a list, but would behave the same way. The sprite would be controllable through every family it's a part of. So if the hierarchy is something like this:

    Top tier - items

    Second tier - collectables/powerups/etc

    Third tier, branching from collectables - coins/stars

    Objects in coins - Coin 1, coin 2

    You would get the same functionality by simply putting the coin 1 and 2 sprites into the items, collectables and coins families. Does that make sense?

    As for constructors and destructors, construct doesn't have those as you're used to them. Instead, it works more like this:

    • sprite: create object sprite at set position to random(x), random(y)
    • sprite: set variable to 1

    Upon doing this the newly created sprite is the only instance of sprite selected, so only the created instance's variable is set. Any actions that are after that creation action in the same event or sub events of that event will affect it. I haven't used the unofficial function plug in yet, but in construct classic you can sort of simulate a "on created" event with a function:

    • sprite: create object sprite at wherever
    • function object: call function "sprite created" (remember picked objects)

    on function "sprite created"

    • sprite: set position to random(x), random(y)
    • sprite: set variable to 1

    Or you could simulate it with a variable instead:

    • sprite: create object sprite at wherever
    • sprite: set variable 'created' to 1

    sprite: is variable 'created' = 1

    • sprite: set position to random(x), random(y)

    Edit: Ninja'd

  • You basically can have multi-inheritance by simply having the object in multiple families. No nesting trees needed.

    Containers are for multi-part objects - like a tank sprite with a turret sprite, so when the tank is picked, the correct turret is picked as well.

    Functions are planned, though there is an unofficial function plugin in the plugins forum.

    What are constructors/destructors?

  • Yeah - basically, I think the newly created ACE should be selected. Then instead of having to click every time an ACE is completed, a person can keep their hands on the keyboard and simply type out events.

    I also think newly created conditions and actions should be beneath the selected condition or action (if creating a condition when a condition is selected - if creating an action when a condition is selected, the new action should appear at the bottom of the actions list). Events already work this way - pressing E with an event selected creates a new event below it, and I think it's much better.

    Also, if nothing is selected and A, C or E is pressed, why not have it create a new event at the bottom of the event list? C and E would basically act the same, and A would result in a new event with an action and no conditions.

  • Instead, use:

    For each tower

    • enemy: Pick by comparison: distance(enemy.x, enemy.y, tower.x, tower.y) < range

    That should be much faster. You could alternately use the turret behavior, which is even faster than that.

  • Theoretically, eventually a 300MB downloadable game with both the staged level loader Ashley mentioned and a HTML5 wrapper shouldn't be a problem, because it can load stuff on the fly instead of all at once.

  • Sweet, thanks!