Bob Thulfram's Forum Posts

  • I'm still worried about performance if the game runs only off IE 10, with no webGl.

    Reports indicate that IE10 is better than IE9, but still no WebGL.

    Whether WebGL makes a difference probably depends on the amount and style of graphics ... or maybe not. I think you can turn off the WebGL. It would be interesting to see how much difference it makes if you turn off WebGL for Chrome or Firefox.

    I seem to remember that IE10 won't allow plugins, so maybe there won't be one. Seems like something that Chrome should provide. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Oh you mean something like that?

    http://dl.dropbox.com/u/23551572/C2/gridMovement.capx

    E-X-A-C-T-L-Y!!!

    Perfect, thank you, hooray!

  • I don't know if this is the "correct" way to do it, as I'm still very new at this too, but I made this little example for you of how you might achieve what you're trying to do:

    http://dl.dropbox.com/u/66278067/example1.capx

    I just made a few "invisible" boxes, and created conditions so that when it arrives at one, it goes to the next. If you search "pathfinding" or "waypoints" you might find some more useful advice.

    Hope that helps a bit :)

    Edit: Sorry, given exactly what you wrote, you'd need to replace the first event to be a click to go to the first invisible box. From there, my example should get what you want :)

    This is an extremely cool and helpful little demo that told me a lot. You can just work with points and not worry about a grid. Yum!

  • Has anyone ported this fabulous tutorial from CC to C2? This is exactly what I need to get going on my maze game.

    Here is the info about this game in the Construct Classic forum:

    http://www.scirra.com/forum/tutorial-mikeys-adventure_topic38104.html

    And a link to the previous forum posts:

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=4421

    <img src="http://i26.tinypic.com/6p57jq.jpg" border="0">

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  • Did you see the link how to make a Windows 8 Metro app? It covers launching the app with a test certificate from Visual Studio.

    Yes, I did and it was very helpful.

    If I create a Construct App and export it to a VS project and build the project and do all the stuff with certificates and manifests, can I then run the app and see how it works as a Metro app?

    Anyway, I was really shocked and awed to see this when I logged in today! HTML5 really will take over the world!

  • I think it is fabulous that Construct will be helping us to create apps in Windows 8. In case anyone missed it, this was just announced a day or two ago as part of r81 of Construct 2.

    http://www.scirra.com/construct2/releases/r81

    I just installed Windows 8 Consumer Preview last week without any problems (except for a big download). I decided to do a dual boot with a current copy of Windows 7, but I backed up everything first.

    Here's what I did:

    1. Download the .iso file.

    2. Get the USB download tool Lifehacker How to Install Win 8 Article.

    3. Use the tool to make a bootable USB Win 8 drive.

    4. Shrink one of the partitions using Win 7 Disk Management tool.

    5. Install and follow the instructions.

    The store is there and you can install apps from it, but you can't pay and you can't sell either. You must have a machine that will have a 1024x768 screen minimum. You can install it on a netbook (1024x600) but Metro won't work.

    Does anyone know if you can run Metro apps created by Construct 2 without putting them in the store? I would think you could test it by using Visual Studio (a separate download) to build an app.

    This is seriously cool. Whether you love or hate Metro, it is a way to sell your HTML5 apps. I think you have to pay Microsoft a minimum fee of $100 but even if Metro is a flop, it is a market. Add this to the Chrome Web Store, Facebook, and probably other things in the wings, and Construct is a winner.

    Way cool, guys!!!

  • Bob Thulfram

    What do you mean by overshoot a corner when moving? You overlap a wall? If you do I'd like to see a screenshot 'cause in my mind that's pretty unlikely.

    Also what do you mean by "360 degree vector with angles" ?

    Sorry for not being clear. What I'm trying to say is that when I press an arrow key, I want the red square to move 32 pixels and then stop, wait, and then see if the same arrow key is still being pressed. I want to do this so I move square by square, and make it easy to change direction while keeping on the grid. I've noticed that if I hold down the key too long, the red square can overshoot the right or left turn I wanted to make. Maybe it is just a subtle timing issue.

    I'll think about it a bit more and play with the code. I want to emphasize that this is really helpful code and should be the first part of a tutorial on how to make maze games (I haven't found one yet).

    What also fascinates me is that a sprite isn't constricted to move in one of 8 directions. But I guess the grid restricts me to one of four directions, right.

    Again, thanks, Yann, and I'm very grateful you took the time to share a code sample that illuminates the unique way that Construct works.

  • I would imagine that you could. It would probably have to be done with some kind of expression. I had to make a bunch of crazy one's for my game and I am no programmer, so don't get overwhelmed with expressions. C2 makes them pretty easy to do. I would guess it would be something like this:

    when you press left arrow = player.X(+32)

                   right arrow = player.X(-32)

                   up arrow = player.Y(-32)

                   down arrow = player.Y(+32)

    player would be the name of the sprite you want to move. That sprite would probably need a behavior so it would go threw other solids. Solid might work or a 8way movement with the default controls set to NO.

    Also you mentioned getting stuck. You won't get stuck on walls(solid) if they are position exactly next to each other with the collision set to bounding box on them. In other would don't leave little jaggy edges on your walls.

    By stuck, I meant that the movement is pixel by pixel and if I press the keys a little bit too much or two little, I overshoot a corner and have to back up to turn down a tunnel. I prefer quantum moves like Zelda, not ultra-granular moves like L.A. Noire, where I run over curbs and people way too easily. It's hard to drive a car with a game controller. <img src="smileys/smiley19.gif" border="0" align="middle" />

  • you can start with that

    http://dl.dropbox.com/u/23551572/C2/gridMovement.capx

    This is very helpful, but also puzzling. It looks like movement is a 360 degree vector with angles. Also it looks like the movement is not in fixed jumps, and sometimes I overshoot a corner when moving.

    I'm trying to wrap my head around this. Most of my game programming was on 8-bit machines with rows and columns! This is rocket science!

    Anyway, thanks for this sample and I'll keep digging a bit more. If this was music software, I'd think this was a tracker! <img src="smileys/smiley36.gif" border="0" align="middle">

  • Has anyone done a simple maze game, maybe even a tutorial? I'm looking for something I can wrap my head around that would look like one screen of the original Zelda.

    1. Grid based movement

    2. 32x32 sprites

    3. collision detection with walls

    4. collision detection with enemy

    5. alert message

    Everyone seems to be designing platform games, but I've always wanted to do a tile-based game like early Zelda or Ultima. Any help appreciated. Thanks!

  • Also setting the screen size in C2 is very easy, and you can even have it stretch to fit(which is great for mobiles), but if I set mine to stretch to fit the screen get messed up if the user makers the window an extreme size(example 10x1024), so I went with the games native size(that I choose) 640x960.

    To set this for your game simply select the project top folder and in the properties there are settings for the window size.

    Thanks for the quick answer. The keyboard command works perfectly.

    Interesting problem. I wonder if the user could pick screen sizes dynamically?

    Anyway, I gave you an good review and I'm looking forward to the Android version.

    One thing I wonder about. I'm still working through the first tutorial, but I wonder if you can move in a grid of, say, 32x32 pixels. Moving pixel by pixel lets me get stuck too often.

  • This is a really fun game and I was happy to pay the small price to support game developers and Scirra.

    However, I've got a puzzling bug I can't figure out. I can play the game just fine, but the screen size is 600px wide and 800 high. I can't be sure of the height because my laptop only goes to 768 height. The width of my screen is 1024.

    This would really be a problem with a netbook, which only goes to 600 height. Any way to make it full screen?

    Any clues? How did you specify the size and orientation of the view into the app? I'm brand new to Scirra, so I may not be using the exact terms.

    Again, very cool game and very exciting to see it on Google Chrome! I think HTML5 is the future.