Fimbul's Forum Posts

  • I was going to make an extension that worked exactly like this, but implemented these modes as well.

    Want to do it instead of me(since you're the author of this extension and all)?

    (please don't use jquery/jqueryui, be as dependency free as you can)

    Also, in my opinion, it shouldn't even take a start and end point, 0 should be start and 1 should be end, and then you'd multiply and add to get what you want (similar to how RAND generates a number between 0 and 1, and you multiply it by the number you want to get a range)

  • If you're not making money off a game, you're losing money because of it. Nothing wrong with it, but be mindful of that fact.

  • I really don't mean to sound harsh, which is why I refrained from posting on this topic before, but I really want to stimulate a discussion:

    If you aren't making at least $1000 per game, and you take more than a month to make a game, you should review your options. Yes, it's a hobby, but we'd also like to make money off of this, and it appears scirra is trying to cater to the professional developers as well.

    Granted, we don't have things like FGL for HTML5, but that might change in the future. Monetization options like Facebook credits aren't that far off, and I believe the only reason someone hasn't made a plugin for that yet is because too few people requested it.

    Really consider what you're doing for a moment. If you are spending time creating games, you're already spending money, because you're wasting time that could be going to a better paying job. If, however, you create games purely as a hobby, then you shouldn't complain too much about spending to create and/or publish them - besides, the mobile platform isn't that big on hobbyist games anyways.

    If you want to go professional, and really want to make money, $150/game/year to publish is a bargain, especially considering the costs associated with creating (programming+sprites+music+SFX) and hosting the game.

  • valkyriegames

    "Constructors and destructors" could be implemented by behavior. Do you need one?

    There, fixed it for you.

  • Try now.

  • Probably not with that name and/or the classic java inheritance scheme, but there is something similar sort of in place.

    We need functions (with callbacks) in order to get constructors/destructors (those are probably planned, callbacks being relatively easy to implement).

    For inheritance, we need families to group similar objects (Troll and Ogre are both part of the ENEMY family, for instance) - families already work.

    We also need a way to nest families, in order to get multiple inheritance working (for instance, ENEMY could be a subfamily of NPC, which itself would be a subfamily of ACTOR. They are also members of the MELEE family, which is a subfamily of the ATTACK family). I don't know what Ashley's thoughts on the subject are, but this would greatly improve code reusability.

    More important than all of that, IMO, is object grouping (called "containers", I believe), since it allows complex objects.

  • :

    Updated to version 0.2, added custom controls (as promised, sorry for the delay)!

  • Is there a callback for "finished loading"?

    I can see that being useful.

  • Any compiler worth it's salt implements "you don't pay for what you don't use".

    This might not be true now, but it probably will be in the future - I think everyone who worked with the SDK thought of that at some point.

    I wonder what Ashley's thoughts on the subject are.

  • Oops. Guess I forgot to keep up with the updates. I'll update this to work with custom control schemes.

  • Predictive aiming and attaching to hardpoints is on it's way, though I probably won't be able to finish them this week (with the holidays here in Brazil and everything).

    Next up is targets as a list (both for actions and conditions).

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  • I could add "bind to object at point" as an action, but that would be deprecated by the container feature.

    I'll resume working on the turret behavior on monday, and I'll see if I can add something to the extension or code a "hardpoint" behavior that attaches objects to other objects (while keeping angles relative)

    Meanwhile keep this topic updated, my goal is to have the turret behavior be able to do everything you want.

  • When the turret has no targets, it returns to it's starting position.

    Is that what you want?

  • You can try this:

    turret behavior

  • HTML5 is new and a lot more hyped. It makes sense, from a financial perspective, to make a tool to occupy a less crowded market, especially if you're developing it from scratch, as is the case with C2.

    Additionally, from a developer perspective, it's a lot

    easier to

    • get funding for an HTML5 game
    • get people to buy a HTML5 middleware if you're an influencer/affiliate/partner
    • reach a wide audience

    than with a traditional exe exporter.

    Apparently, Scirra's business strategy is to empower indie developers and help them make money, unlike clickteam, for instance, which caters to hobbyists (all MMF devs who attempted to create games commercially seem to waste more time working around bugs and "newbie-friendliness" than coding actual games).

    Even the SDK is a lot easier than what you'd find in Unity, Unreal, Source and other big platforms. If there's a feature you don't have, you can either wait for Ashley or work around it with a custom plugin - that speaks a lot about the maturity of the platform. Also, with each new *big* feature (groups/families/image points/collision masks) you get less and less reliant on Ashley to do stuff for you.

    This is the reason scirra has my money.

    Besides, no one ever said an EXE exporter was out of question. If an Exporter SDK existed, people would be working on EXE exporting already. Let the product mature a bit and get all the core features. Buyers were even considered "early adopters" until a couple weeks ago!