Excal's Forum Posts

  • Yann, so many globals in the example that it bothers me :P

    When the maze function is called, the maze array is cleared and then the vector array is created. Would I need to clear this vector array if I intend to run the maze function multiple times? There is no 'clear direction array' in the vector function. Would I need to create a second vector list?

  • Dave,

    I'm aware of this issue, and have contacted Tom about it. If nothing is done before April 30, I plan on withdrawing from the competition entirely as I wouldn't want people to rate my game low just because the page isn't optimized for HTML5 games.

    I don't know how Scirra arcade does it, but they should post details somewhere and/or maybe share it with Newgrounds.

  • Are there any performance differences between putting a bunch of objects on a layout vs. using events to create them at runtime? Just curious.

  • This happens to me in Firefox as well.

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  • BluePhaze,

    I mean disabling the spacebar on the webpage itself. It should still be fine in-game because the game 'app' is treated separately from the rest of the page (or I think it is). Kind of like what the Scirra arcade does, pressing spacebar doesn't scroll you down the page.

    Right now I have to click somewhere in my game to not have the spacebar scroll me down the page.

  • Dave, this is an issue I am aware of, I just haven't gotten around to fixing it yet.

    Game is now submitted on Newgrounds: http://www.newgrounds.com/portal/view/616011

  • Just added my submission.

    http://www.newgrounds.com/portal/view/616011

    I've been speaking with Tom about optimizing HTML5 games on NG, in particular, disabling the spacebar on the webpage so people who don't click in the game area don't accidentally scroll down.

  • Your money object needs to have an instance variable called value, and the player needs to have an instance variable called currentmoney.

  • Interesting. I've tried to avoid maze algorithms because they tend to always produce only one path, whereas I would want it more random and sometimes have several paths. That's why I've resorted to the random tiling approach that I have.

    Sometimes I get several paths using your method, other times I get only one. I suppose as far as random tiling goes, there is no way to guarantee two distinct paths. Your solution will probably do for now. Thanks,

  • Dave,

    Thanks for the wonderful comments! I've spent the past two (was it three?) weeks redoing a lot of it. The enemies actually have a 'behavior' and don't just use pathfinding AI to chase after the player all the time, haha.

    You can read the latest devblog post here: http://www.exeneva.com/2013/04/icarus-game-jam-submission-almost-ready/

    I'll be doing a video devlog soon as well.

  • In preparation for the Ludum Dare 26 jam, Tobye and I decided to work on a short, 2-hour sprint collab to see how our workflows mixed together.

    After browsing through the possible LD26 themes, I chose 'Beneath the Surface' and we immediately set out on coming up with an idea for a game. Taken literally, I was thinking of some kind of mining puzzle game. Psychologically, we thought a horror game might work, but we ruled that horror games are dependent on art-driven scenes, and we felt that the genre as a whole is not really suitable for a jam unless we had an artist that specialized in it.

    We settled on a game I call 'Immune System'. The idea is that there are viruses, bacteria, and white blood cells. The viruses are trying to infect the bacteria, and the player must destroy the viruses and harmful bacteria before all the bacteria becomes infected. I was also thinking of including a feature where the infected bacteria would explode and spawn more viruses if they weren't dealt with in time, but this feature was not implemented in the 2-hour sprint.

    The game is kind of playable. I did mark it up with comments after the 2 hour jam so it would be easier for others to understand. We've come to realize C2 isn't quite collaboration-friendly, so we'll be looking into a better workflow for the actual jam. (I've also realized Tobye is an RPG fanatic and likes to turn every game into a pseudo-RPG <img src="smileys/smiley17.gif" border="0" align="middle">)

    Here's the source in case anyone is interested in expanding upon this game and turning it into something:

    bac2.capx

  • Construct 2 estimates the total download size of the game to be 16.2MB; previously it was 18MB.

    You can undo in the image editor. Control+Z

  • .CAPX file is updated. Here's what it looks like. Still not working.

    <img src="http://i.imgur.com/njoh9im.png" border="0" />

    Well, depends on how good the debugger is. If he was to built a really good debugger, than it would take a lot of time than that would also be equivalent to him building the multiplayer capabilities. Chances are the debugger won't be that advance in the beginning to help you a lot in debugging advance games. I think a simple debugger can be made fairly quickly , this is base on my opinion. But I won't dwell on this so much because I think modular seems to be winning the vote now.

    Ashley described what he had in mind for the debugger in the first post in this thread. Please read that to understand what the debugger is intended to do.