firebelly's Forum Posts

  • WebStorage seems to the most used technology for storing data locally. I wanted to create a thread that sums up all the persistence talk into once place.

    I wanted to discuss pros and cons to all aspects of persisting data.

    What is a better solution, saving many small strings into webstorage or creating an array of settings to store via custom jquery?

    What is the upper limits of saving to webstorage, how many times can I save at once before the game is impacted?

    What are problems you can run into persisting data, like corruption of data?

    How often is too often for auto saving data?

    What are some suggestions for helping the end user keep data safe?

    How can you secure this data from tampering if you store game data?

    (BTW, Clay.io does some really solid stuff in this arena)

  • Not sure if this really means anything.

    http://www.w3.org/News/2012#entry-9667

    UPDATE: I spoke too soon: "W3C is on schedule to finalize the HTML5 standard in 2014."

    LONG LIVE HTML6!!!

  • Sounds good! Thanks Ashley!

  • I added the Vignette and Scanlines to my game to see how it looks. I liked it, but now I get lots of streaks and artifacts.

    It only streaks when I am moving around on a platformer and I have the background set to move at a different speed than the top later.

    I think the webgl can't figure out how to render the tiles on top with a moving background or something, and it gets confused.

    So if use lerp to position, my screen kind of scrolls to the spot.

    But as it is moving to that spot, all the tiles streak. See Below.

    This only happens if there is no background and it is using the layout default. There is never any streaks over a tile/sprite.

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

    Here is a capx with the issue.

    https://dl.dropbox.com/u/122492/StreakTest.capx

    I think the fix is just to have a background set of some type. I'm curious if there is another fix.

  • You want to use Lerp to scroll to it. It gives you that quick but more natural movement.

  • I was reading this on reddit the today and wondered if anyone had seen good examples of it in Javascript or even in C2. I saw there was a generated terrain example, but it seemed a little too complex for what it was doing. Any thoughts?

    http://bigbadwofl.blogspot.com/2012/12/random-dungeon-generation.html

  • Figured I'd post some updates. Just a note, all the art in the game will be pixel based from sources like TigSource, PixelJoint or Way of the Pixel. So don't expect to see high res graphics with all sorts of fanciness. I do wish I could add some better glowing, but I'm still looking for the right way in C2 to do it.

    I got some of the platformer portion of the game laid out. If you click on the link below, there are some videos of it.

    http://www.tempor.us/

  • Still not understanding why you would do this manually. 8Way direction and physics behavior would cover this right? You could set the mass/density of your ship in relation to the speed as well.

  • Why not just use the 8Way direction behavior? It has Max Speed, Acceleration, Decel? Seems like it does everything you want. Without any super fun geometry that I used to use in things like XNA.

  • There is another thread about this, but essentially you use the glow effect, but also you have to draw another sprite on top of the glowing one. At this point there is no "Glowing Edge" feature. Which is what everyone wants.

  • Normally I have a MainGun sprite, with multiple animations. I also have an instance variable called type. Along with another called Power, which lets you ratchet up strength as well and one called Damage to define the dmg.

    Then, have a section in the events that does different things depending on the type. Power is usually just a multiplier for DMG.

  • Remember that posting to the Windows Phone store is not free. 99$ a year for a developer license. Just to make things clear.

  • I've been having a lot of issues with GitHub for Windows and Construct 2. I'm guessing that a lot of it is down to me not knowing how to properly use it, but I'll explain what issues I'm having:

    This is the method I've been following, along with the other guy in my team. We've got our main development branch, and both have our own branches for stuff we're working on. When we try and merge a branch into the main Development branch, it complains about conflicting files and refuses to merge.

    Are we supposed to avoid working on say, the same layout, at the same time? It just doesn't seem to ring true to what I expected Git to work like.

    It is all text at the end of the day, so merging shouldn't be an issue. You might be running into issues because you are doing a baseless merge, it doesn't know the state of your changes in comparison to your team members. You should be working on one dev branch. I am not sure I fully understand using 2 personal branches and then merging into those, and then merging into the dev branch.

    Some of his suggestions I disagree with as well, such as the following.

    What happens if a bug is found in production? He suggests: "My general process for handling this involves the following

    Make the fix directly on master

    Tag it as a patch release

    Push up the change

    Merge the change into development"

  • I've been trying GitHub with construct 2 and it seems to work really well as long as you use project folder.

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  • Remember RT uses ARM processors. Not sure if VS2012 will target that without you calling it out.