farflamex's Forum Posts

  • Thanks, I'd read a few pages but not that one. It's a bit of a cloudy issue and I can see why.

    I can definitely see that putting an actual official poster of something such as Star Wars might be infringement, but on the other hand, unless you're somehow knocking the content, I would've thought it would just be free advertising for them? I suppose that's not the point, because using Darth Vader as your main game character might also be seen as free advertising but I doubt they'd see it that way.

    Bearing in mind I'm only really thinking of putting up some old ZX Spectrum screenshots, I can't imagine it being a major issue, but I know that some of the old Speccy companies refused to allow the games themselves to be posted for emulators, so it's a strange one.

  • Obviously I'm aware that you're not supposed to distribute code or even copy the gameplay from another game, but does anybody know if it's legal to put a screenshot of an old game inside your game? I don't suppose the age of the game matters unless they've released the rights to the game. So would you, for example, be able to put a screenshot of Call of Duty in your game, talk about Call of Duty etc etc? So long as you're not actually putting their gameplay or copying their gameplay, is it ok?

    I'm thinking it's probably not, but on the other hand, reviews for example have dozens of screenshots and I'm fairly sure it's legal to take your own screenshots of a game and then post it on the internet.

    I suppose in the same way, is it legal to put something like a poster in your game? Could you stick a big Star Wars poster on a building wall in your game?

  • I'm sure there are whole pages about this somewhere, but I'm not sure what I'm looking for.

    How would I do a basic fake 3d image of an object, if I'm looking out of the player's eyes and I know the location of the object in relation to the player, and the angle the player is looking? I'm aware that the image of the object would be very difficult to implement in 2d this way, but let's assume the object is always looking directly at the player and it's shape is unimportant. All I need to know is, how can I work out where it would be placed on the screen when looking from the players eyes?

    To make this a bit clearer, let's say the player is looking straight ahead, the object is 10 feet ahead and 10 feet to the right (so 45 degrees ahead of him) and the players eyes are always 5 feet from the ground. How would that convert to 2d coordinates and scale?

  • I wasn't actually using 'Correct' and 'False', I was just using those here as an example.

    It turned out to be an unrelated error anyway, but thanks for the heads-up about not using quotes when setting the value in the editor - that was causing errors in my example program that I'd thrown together to try to recreate this problem.

    As it turns out, it was working fine but another section further down my program was making it look like it wasn't working.

    Thanks for your replies :)

  • I have a string variable of an object, and call it 'V', and set it's value to 'Correct'

    I then try the line 'Object : V is not equal to False'

    It doesn't trigger.

    It should trigger, because 'Correct' is not equal to 'False'. This works fine with numbers, but it's not working with strings. Am I doing something wrong?

  • Sorry, I've been away from the forums for a while so haven't kept up with this stuff. I saw the Appbackr submission thing, so submitted my games and a couple may work if I make a few minor changes, but I'm not sure of the following....

    Both games have the wrong dimensions, but I'm not sure what the correct dimensions are. Could somebody let me know?

    Is there some way I can see where my games are hosted on Appbackr? The email I received says there are some comments on the scoring system, but I don't know where the scoring system is. Can I view it? I submitted directly from the Scirra arcade so I don't know what happens after I click the submit button. It just left me on the page with no further info, but it'd be good if I could read any comments myself so I could make the changes.

  • Off the top of my head, I doubt you'd want to use physics because it would be slow (if there were hundreds for example) and they'd tumble over as they stack. So yes, just a simple bullet behaviour and have them move downwards until they collide with another coin? If you want to simulate some kind of gravity, you could have the speed increase as they fall or something?

  • Yeah it's a balancing act. I do think the real trick here is to enjoy what you're creating. I don't so much mind the fact that it's nigh-on-impossible to make money (it would be nice to do this for a living of course) but if the game simply doesn't get played, then it's a real shame. I know Korelos got a couple of fans so I guess that's nice, but I felt it deserved more.

    I did start a couple of new games which are of interest to me. In particular, I've wanted to make a browser version of my football-management game which has been my main source of income since 1986. It's now possible to do that and I even got started and found that it works nicely in Construct 2. So that may be a good project to work on. But even then, I'm worried now that it'll just fade into obscurity and I'll have the usual problem of getting it noticed. I think I just need a break :)

    I also started a space-management game idea which has been bouncing around my head for decades. Also works very nicely so I may get cracking on that - maybe I'll wait for the winter when I need to hibernate :)

    Give me a link to your Kongregate version of Board Horde as soon as it's up and I'll go and vote for it. I really like the game and it annoys the hell out of me that people downvote for such stupid reasons.

    And yes, mine was hosted on Clay.io, perfect in my opinion as they do most of the work for you and they pay for the bandwidth :)

  • Thanks. It does look very good. I think Korelos would basically need a rewrite with better combat and an all-round simpler gameplay. When I did Jovian War, I was thinking I could somehow combine them - a simple shooter with a very upgradeable ship which reacted to damage. I suppose you could tell your ship where you're going (e.g a new planet, an asteroid field etc) and then fly there 'vertically' in a shoot-em-up fashion. But then I don't think it'll work if it's too simplified.

    I'm not sure, I've stopped working on games right now. I love making games but at the same time it can get frustrating and very time-consuming so right now I'm chilling and just playing games instead. I still don't see any hope of getting any success with games unless you go for the real dumbed-down kiddy games, which is difficult because you need lots of very cute sprites which I can't do. But ultimately I think you want to work on very simple games which work on mobiles and I'm not really into that.

    We'll see though, I'm sure I'll get the bug again soon :)

    How's Board Horde going?

  • I think I found that recreating some of my files fixed this. Loaded them back up into Audactiy and created them from scratch, removed them from my project and put the new version in. It seemed to fix the problem, though I'm not sure if there is still a genuine issue.

  • Solved it, it would appear that the arrays aren't fully usuable until the next top-level event, as is the case with various objects. I was creating my 2nd and 3rd array, then jumping straight into the function. The function needed to be called from a seperate 'On start of layout' event, i.e

    On start of layout > Create 2nd and 3rd arrays and populate first array (which already exists in the editor).

    On start of layout > Copy first array into 2nd and 3rd array.

    Works fine like that, but not if I try to do everything in a single event.

  • I have 3 arrays (same name) which need to start off with identical contents. I've made the contents in array 0 and need to copy it into arrays 1 and 2. Each array has the same name and a variable to identify it (I know you can do array(0) in some situations but it doesn't work in all, so I'm using a variable).

    What I'm trying is, after Array 0 is full...

    Array : Variable = 0 - Webstorage : Set local key ("savedarray") to Array.AsJSON

    Array : Variable = 1 - Array : Load from JSON string Webstorage.Localvalue("savedarray")

    Same for array 2.

    It's not copying across at all. Any ideas why?

  • Actually I'm not sure what you meant after all. I thought you meant I could get the file, save it as JSON, then save the file somewhere. Then for my main program, I could add that as a file which can then be loaded in as JSON.

    If you mean preload as in, do all of this at the start of the program to be manipulated later, it still means that at some point in my game, there needs to be a big 5 second pause while the program is unresponsive (that's how long it takes to parse it into an array).

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  • Ah I get it, you mean recreate the text file as a JSON in the first place and use that? Thanks, I'll try it.

    What I meant about text objects is, they're not scaled to the text inside them, so you either have to give them plenty of spare room to fit any potential text, or do the 'Wait 0.1 seconds, scale to textwidth/textheight' thing, which seems a bit fiddly and inefficient to me. Also, I'm having a situation where I want to right-align some text, but if I use that method, they flicker as they're created with a standard-sized box then there's the 0.1 second pause, then the box is resized correctly so they move over to their correct position. It would be nice if the box was automatically sized to the size of the text.

  • It's a bit of a dilemma because I'm only doing it once when the game is setting up. It's a Soccer management game so it just needs to create about 5000 players then it's done. I know it's not the sort of thing that C2 is really built for but I haven't actually found anything that C2 really struggles with compared to other languages (well it's better at some things and not so good at others but can do pretty much anything).

    So anyway, I load the names in, then create the players then I won't need the file again. Loading it into an array takes so long (about 5 seconds) that it's actually slower than just taking them directly from the string, and since it won't be needed again, that's probably the best method. In fairness, it's only about 2 seconds but could be more on a slower computer. Having said that, it would only happen at the beginning of a game with a 'Please wait while database is created' type message and I'm sure nobody will mind 2 or 3 seconds at that point.

    While I'm here, auto-resizing for text objects would be great :)