droptank21's Forum Posts

  • Here is the capx Here

    Will be posting the tutorial and examples soon.

  • No?

  • Make a new tab copy the link and paste in the new tab's browser address box. Should load the page for the download.

  • I'll whip up a tutorial and put it on here.

  • Do you have an example capx you can send me?

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  • I can guarantee that the second method, though it takes time to initally set up, is an extremely efficient method. I have 37 levels and 64 player-usable items set up with it in my game. Practically all of the objects are only on one layout and with this system I can easily create new layouts and with a few events and actions determine which objects are or are not visible on the new layout.

    It kind of functions as a CMS for my game.

    Here is an early capx showing my example.

    Since then I have set everything up so that the inventory, equip subscreen, background tile, etc... are all only present in the 2nd layout, are set as global objects and are included on each layout by setting their instance variables to 1 (moved to layer 1) just like how the inventiry items are.

    If I don't want an object visible on a particular layout then I set an action and event to move the object to layer 0 for only that layout. As you can see from the example it truly does function as a quasi-Content Management System for the sprites and objects throughout the whole game.

  • Place all objects in your layout on the same layer. Then click on the home tab. Then click on select all. Then right click on the layout and click copy. Open a new blank layout. Right click anywhere on the layout and select paste. All objects will maintain the same properties as the ones in the original layout.

    Another quick way is to simply make every object in the first layout global. Then create an instance variable for each object. Place each object at layer 0. Creat an event sheet that has compare instance variables for each object (i.e, if instance variable = 0 then set object to layer 0, if instance variable >/= 1 set object layer to 1) Then include that event sheet to the event sheet for each level. Make sure each level/layout has at least 2 layers (layer 0 and layer 1, the active layer) Then for each individual level's event sheet have add action as "on start of layout" then an event for each object you want on that level by either adding or subtracting 1 from its instance variable...in essence setting its visibility (layer 1) or hidden behind the scenes (layer 0).

  • I know it's been addressed before but i didn't see a response. Is there presently or are there future plans to allow importing or exporting event sheets and layouts for joint projects?

    <img src="smileys/smiley12.gif" border="0" align="middle" />

  • I think for anything like this to be feasible there would have to be a preconfigured mini apache server operating behind the scenes.

  • Prism was a tad slow on the load screen. But once it was past that it was just as quick as IE9.

    But it doesn't actually seem to create a desktop app. More seems to operate as an offline browser, storing the webpage files in a temp folder, then loads the offline content in a mini-browser like Opera mini with a shortcut directing to it.

  • C2 itself (r60) runs a web page right in start-up (Start Page).

    But if you really want to get snazzy then download the source code for firefox and hard code the export files of your html5 app right into it. Kind of like a personalized web browser that only opens to your game. You can then leave it as a normal operating browser or delete the dialog boxes for the web address, change the buttons, graphics, etc to mimic your game. Sky's the limit.

  • Lol. I didn't even see that "about us" page. I found that png embedded in the rsc files for r60 when trying to see if there was a way to mod the load screen. I figured it was Ashley and Tom.

  • I have the same ponderings. Trying to wrap my head around this Ajax stuff.

  • <img src="http://www.mypwn.com/construct2/396.png" border="0" />

  • I've seen a little on this topic but everyone seems to be under the impression that a 3-D game like Doom would take a whole lot of coding. But I sorta dug into this and found This Site. The code doesn't look all that complicated, and with decent textures and the use of the additional plugins for C2 could look and function far better than a Doom or Wolfenstein game.

    Unfortunately I have no experience with js plug-ins but I suspect those who do may find it useful to tinker with.

    Who knows.