Fimbul's Forum Posts

  • Yes, since they are game design resources and there is no rule that says "content posted here has to be free".

    Fire away, I'd love to see your work.

  • I'm voting for this tutorial as well, even though I have no immediate need for it. I have no idea how to use version control systems, but it'd be nice to include tortoise, svn, git - basically show how it's done in lots of solutions instead of focusing on one.

  • There is no copyright on public buildings. You can put the statue of liberty or the eiffel tower wherever you want. Even if there was any hint of copyright on any of them, it has long since fell into public domain.

    Photos, on the other hand, are very different, but if you use them as inspiration or draw on top of them or something, who can say what photo you used?

  • I can look in to the size thing, but how exactly do you round an angle to the nearest pixel?

    Maybe use that butt-ugly rotation algorythm that mmf uses when asked to "create rotated directions"?

  • I don't see an elegant way of doing this via plugins, since it appears we can't get access to the interface during edit time (to make you able to draw a path).

  • Look at sonic:

    The enemies are small enemies imprisoned in robots. When you kill the enemies, you instead "free" the small animal (most often a bird), which jumps/walks/flies away, while the robotic husk fades in a puff of smoke.

  • I really dislike giving up enormous benefits for tiny advantages... besides, everything coding-wise is OO nowadays, so everyone is going to have to learn it some day.

    As for it being hard, remember that the longer this is postponed, the harder it is to add later.

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  • C2 is awesome, but coming from actionscript events based programming with large teams of developers, I find that these are my biggest challenges:

    1) no user defined events.

    E.g. there are about 20 places I want to say end the game for various different reasons and do a load of house keeping and display stuff, i.e.I want to raise an event called "gameEnded" with some parameters, and have one event handler defined. Importing event sheets goes part way to solving this, but is more like a "goto". Also, the concept of change listeners would be nice, so if say the score changed, this could trigger some actions.

    2) no way to re-use code. I re-type a lot of code in a lot of games which are all similar to each other. This is a bit of a maintenance nightmare - when I change the common "library" code, I will have to edit 30+ games, and retest them all in case I made the C2 equivalent of a typo. You dont seem to be able to cut and paste actions between projects, even if you call the objects the same names. I experimented with manually editing the event sheets in notepad++, but kept crashing C2 (not surprisingly).

    There is a function plugin someone wrote, but as a general rule we don't touch plugins if they are not part of the supported C2 product so may end up not being maintained, bug fixed or working with a release.

    The main point here is that construct 2 should be object oriented instead of procedural.

  • > 30 seconds is 30 seconds, how lowering FPS would impact on that ?

    > Instead your player would just have less effective time (frames) to perform its actions.

    >

    > That's the interest of dt, to make up for the difference of FPS between computers.

    >

    http://www.scirra.com/tutorials/67/delta-time-and-framerate-independence/page-1

    read the part of 'Minimum framerate' ;)

    you can also test for yourself, if you have a mobile that isn't powerful enough you can preview your game on the mobile and if it runs below 10fps then the time will take longer to complete a 'real' 30 seconds.

    Wow, you are absolutely correct!

    We do in fact need a way to unlock dt so it can be bigger than 0.1!

  • >

    • A condition to give an event a 1 in x chance to run (for example, if it was set to 5, an event would have a 1 in 5 (or 20%) chance to run).

    Does it really need a dedicated condition for that "trick" ?

    I figure it would be equally as easy to add. It's trivial to do this in a plugin, but it's better if it's in the editor - this shouldn't take more than 10 minutes to add and would be cool for beginners.

    As for the line, box, and circle drawing, I can see them being EXTREMELY useful for debugging - though we already have the canvas object, so this feature is pretty low priority IMO.

    I greatly like the key mapping option, this is almost mandatory for a professional quality game.

    As for the panel object, I can see myself using it in conjunction with inheritance layers to make cooler interfaces, though I'd prefer a whole system to support UI elements - we have so much to do with them: modal and non-modal dialogs, skinable controls (standard + the whole jQueryUI library, for instance), drag'n'drop widgets, cascading/transitioning menus... I say it calls for it's own editor.

  • Those are very good! Say, out of curiosity only, are you available for freelance work? What's your hourly rate?

    Also, do you do vector/pixel effects as well?

  • I know many companies often request a copy of the license for technical reasons (it needs a copy in order to compile it/move it around), as well as rights to all promotional material in order to make promotional videos and case studies, thus helping the platform grow, but a sublicensable, transferable, perpetual, non-exclusive license is a bit too much, don't you think?

    On the other hand, it's perpetual only for the duration of applicable right, and only to be used in connection with the service - that is, if at any point you are unhappy with it, you may terminate said rights.

    So, in my humble, uneducated opinion, I'd say you don't have anything to be worried about.

  • necromaster: why exactly does scirra need a "cloud service"? What would such service even be?

  • I don't think that movement is quite right, looks like the demon is in a surfboard, especially since he flips around when you walk left (just teasing you, I know it's a demo)

    Really nice work, though!

    I suppose the "loading one by one" thing is just to illustrate the fact that the objects are all different, instead of one big sprite.

  • <font size="4">Variable Grouping</font>

    So, right now, variables in construct 2's objects are a bit all over the place. We can create an unlimited number of variables, but i'd really like to be able to group them.

    This would only appear in the IDE, and would have no impact on the gameplay, but I'd be able to divide it in different sections, to illustrate, suppose I'm making a MMORPG:

    object player:

         {identifiers}

         playerID

         serverID

         inventoryID

         weaponID

         {attributes}

         gender

         strength

         intelligence

         agility

         {status}

         maxHP

         maxMana

         armor

         attackDmg

         {internal}

         _currentHP

         _currentMana

         _attackSpeed

         _serverCoordX

         _serverCoordX

         _lastMessageSN

         _idleTimer

         _lastHeartbeat

    An object with many variables can be organized in sections, if you can collapse a given section, you can remain focused only on the specific part you're working with, avoiding clutter. Again, this would only appear in the editor, and would have no effect in the final game.

    <font size="4">Storing Objects</font>

    Another thing I would like to see is a variable type for objects. I really want to store an object for later use, such as with a missile that can track a given target, or a HP bar that knows what it's linked to - this should be able to reduce (if not completely eliminate) the hassle with UID/IIDs, as well as many other problems reported here in the forums.