boolean's Forum Posts

  • Savvy001: 100 levels?! Wow.

    I can't wait to see the trailer, your game sounds awesome.

    lemo: That's a really good idea. The right click menu started off as setting move nodes, jump nodes, wait nodes, melee nodes and shoot nodes. I removed most or merged them into other actions until pretty much just jumping is left. I wanted to get rid of the menu as it exists now as it seemed kinda pointless. I like your idea, it makes a lot of sense. Cheers!

  • Savvy001: Are you guys still working on it? It would be cool to see where else this concept could be taken.

    Whiteclaws: When you say "it also doesn't have all the wanted features" I find this very interesting - What sort of features would you like to see?

    DeadlyCheese: Thanks mate. It's a good to see the word fun being used - My main concern is that this might be a good idea in theory but struggle in practice. "Is this fun?" is something I've been asking myself a lot.

  • Oh I'm so in! I mean I've never made a touch control game before but...how bad could it be?

  • vee41: I've noticed that icon if you are accessing your game through HTTPS and using external webfonts. Clicking that icon and giving Chrome access to the files seems to fix it (this was related to the weird localhost fix on the previous page I posted at squidster). However it doesn't seem to fix the fonts when they are local webfont files.

    Edit: Forgot to mention, if you are sharing your link and you don't want people to have to click the shield icon to allow external files, send them the HTTP (not HTTPS) link. HTTPS will block any files that do not originate from the page/domain you are on, which is the case when using external webfonts.

    Ashley: The latest version of Chrome me but still noticing the problem. However, I went back and tried out what Paradox said and installed R99. In R99 I can confirm webfonts are working fine with WebGL turned on in Chrome. It seems that with R100 there is a large amount of new code in the runtime.js for shader support and that's when webfonts break.

    Could something in R100 be the source of the problems? Or is R100 just making use of a feature that is bringing a bug in Chrome to light?

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  • Haha, definitely some Frozen Synapse inspiration coming through (it's too bad the multiplayer population died off, it was a damn good game) <img src="smileys/smiley4.gif" border="0" align="middle" />

    Glad to hear you guys are liking the mechanics. Do you think it would be good to push more towards hidden-trap/unfair-levels like IWannaBeTheGuy, or slow it down a bit and make the levels more puzzle like? The end prototype above is quite different to what I originally envisioned when I started programming it, so it would be interesting to hear of what directions the game could be taken in.

  • I've been working on a game for a few months now (it was actually the reason I bought C2!). It seems though that I completely underestimated how difficult the concept was and I've spent countless hours wrangling the code together. The core mechanic is based around setting a player path and allowing them to edit together a sequence of events to get through the level.

    It's at the point now where if I want to build this out into a proper game I'm going to do a rewrite of the code base. However if I turn this into a complete game I want to be sure that the core idea is worth playing. I have a few other game ideas kicking around that I would like to do, but I don't want to ditch this game if it turns out people rather enjoy the concept.

    So, I humbly submit this WIP to the C2 community. The game is still a bit buggy, but I would like to see if people think the game mechanics are fun. If you could play through the tutorials and give the levels a try, would you like to see more of this game? Is this concept worth fleshing out? Are there parts of the mechanics you like but would present differently? Did you have fun playing?

    Alien Theory - Prototype Version.

    (Two notes: You can pan with the camera by holding the right mouse button and you can zoom in and out with the mouse scroll.)

  • Do you get any errors? What happens exactly when you try and add a new sprite to C2? Do you have the latest video card drivers installed?

  • boolean : Remember the manual ? ^^

    <img src="http://i.imgur.com/7CywQyT.jpg" border="0">

    <img src="smileys/smiley4.gif" border="0" align="middle">

  • boolean: capx are zip archive. Extract it to an archive and you get access to its inner files.

    Then zip the edited folder and rename it to capx.

    Really? HA! Wow the more you learn. Good info mate <img src="smileys/smiley4.gif" border="0" align="middle" />

  • ramones: I'm curious - How did you fix that? Being a single file I couldn't figure out a way of editing the problem XML file, but also being a compiled capx I couldn't open it in notepad (unlike a .caproj).

  • I just noticed this myself. Most of my objects use a origin point of [0,0], so it makes dragging objects around the IDE really confusing. You can work around it by always making sure you click twice on the object you want to move first, but still, would be nice to see it fixed. R122 here too.

  • sqiddster Ah ok. That sounds like a good fit for XML. By keeping it simple you should be able to avoid any problems inherent to XML (eg. changing your XML structure breaks conditions in C2). I guess everyone else did a pretty good job of answering all the big questions - Was there anything left you were still wondering?

  • So there a few factors to consider here. You mention you would like to store things such as level name, level number and "game specific stuff". What sort of game specific stuff are you thinking? If you are planning on structuring your levels through XML files and then load them up on a per-level basis, it might be more tricky than it seems (eg. Saying this level has these 3 enemies of type B is pretty hard to convert into an actual object in C2). However storing things like level introduction text, random AI sentences etc. would be a good fit. So I'm curious what sort of information you would like to store?

    Some other things to consider - XML can be a pain to manage. If you are just storing simple shallow data like this Microsoft book example it's not too bad - You can manage that with notepad++. But if you are planning on having deep nodes in your XML files like this slightly more complex example it can quickly spiral out of control. Also remember that any structural changes to the XML might render entire blocks of code in C2 unusable.

    If you can post anything you can think of that you would like to be stored in XML, what problems you are hoping it will fix (that you can't do right now) and how you would like to use it game, I bet we could come up with some good examples how to structure your xml, some real-world examples to teach XML, and check if what your hoping to use XML for is appropriate.

  • sqiddster: Ah you are right, it looks like it was added in R07 as per this thread. I had no idea!

  • I believe it loads everything except for music into memory on first load, however I read that Ashley is working on letting assets load on a per-layout sheet basis.