Fohsap's Forum Posts

  • Okay, I've made a great game, that I think would be incredibly entertaining to fool around with on the train! It only uses a couple layers and low-quality graphics, and there aren't too many sprites; so, it shouldn't be all that trying on resources.

    Now, I just need to somehow port the game to android. And I'd also like to be able to use the tilt feature on my android phone to move my champion around.

    Questions:

    How long a process is it?

    Where can I get started?

    -or- Is there a comprehensive guide to getting this done?

    Will there be any lag issues?

    The next step: I want to be able to configure my game on my phone. Any pointers?

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  • Okay, another new release: scirra.com/construct2/releases/r70/download. I suppose I just need to delete the "download" section of the url to get the changelog, right? Well, wouldn't it be good for us all to have a link to the changelog at the download location, or to have the changelog itself there (i.e., "What's New!")?

    I hope the web dev team will give it a think. I'm sure everyone would appreciate it having this info at the download page, and a lot of people would quickly click to a 'read more' link, spending a little more time getting familiar with the system. This should improve the entire community, as it will be better informed.

  • newt, I'd like to know what plug-in that is.

    Ashley, Yes, that's a great start. I'm trying to make a dynamic sprite. Like 4 different behaviors for monsters, but 10 different faces for each monster. So, 40 unique monster faces and 4 different kinds of behavior. For example, Space Invaders has many kinds of monsters that just move left, right, and down, which can die by spaceship bullet. Shared behavior across object or sprite libraries?

    Kyatric, This looks like a great tool, but I'm going to need to fiddle around with it a little, right now, to see if it's what I'm looking for. I was thinking something along the lines of an API/guideline for CSV input, to set properties, actions, etc., and to associate them with objects and objects with sprites.   For example: _obj = object name, _img = img_location, _prop = property, etc. '_obj:Monster, _prop:solid, _img:c:\games\images, _act:set_angle_toward_position, _arg1:Player.X, _arg2:Player.Y'

    Alternatively, something along these lines: "condition[0]:player_outside_layer, action[0]:spawn_monster[random(5-10)]".

    It sounds complicated in psuedoish-code. :) Anyway, I just thought it would be nice to be able to pull random monsters from a huge monster database. I'm basically trying to find a good way to integrate a library of monsters into a game. I actually have over 700 monsters, as I was saying. In fact, the number is much higher (several thousand). And as newt was saying, it's unreasonable to load all these monsters at once. So, I thought I would try to load multiple monsters per scene, map, zone, or level.

  • Specs (ask if you need more info):

    Operating System new ? server roles

    Windows XP Professional Service Pack 3 (build 2600)

    Install Language: Japanese

    System Locale: Japanese

    Installed: 2010/07/12 10:46:03

    System Model

    NEC PC-MY28VLZJDS9H

    Enclosure Type: Space-saving

    Processor           

    2.80 gigahertz Intel Pentium 4

    16 kilobyte primary memory cache

    1024 kilobyte secondary memory cache

    64-bit ready

    Not hyper-threaded

    Main Circuit Board

    Board: NEC MS-7149N1 2-D

    Bus Clock: 200 megahertz

    BIOS: NEC 0009/277A0900 01/24/2006

    Healthy 2040 Megabytes Usable Installed Memory

    Slot 'DIMM1 M/B' has 1024 MB

    Slot 'DIMM2 M/B' has 1024 MB

    Local Drive Volumes new ? volume encryption     

    c: (NTFS on drive 0)     160.04 GB     96.33 GB free          

    ST3160023AS [Hard drive] (160.04 GB) -- rev 3.00

    Generic DVD-ROM SCSI CdRom Device [Optical drive]

    HL-DT-ST RW/DVD_GCC-4244N [Optical drive]

    [Floppy drive]

    Display

    Intel(R) 82915G/GV/910GL Express Chipset Family [Display adapter]

    NEC LCD72VM [Monitor] (17.1"vis, 2005)

    Multimedia

    SoundMAX Integrated Digital Audio

    Communications new ? connection speed & status

    ? Broadcom NetLink (TM) Gigabit Ethernet

    ? VirtualBox Host-Only Ethernet Adapter

    Router

    Linksys WRT54G series v3 802.11 b/g

    APIPA: Yes

    Dhcp Server: none

    Networking Dns Servers:

    OpenDNS

    Other devices:

    USB 1x occupied

    Microsoft Natural PS/2 [Keyboard]

    HID [Keyboard]

    PS/2 [Mouse]

    USB 5x unoccupied

  • zenox: I installed without exception and still go this problem.

  • Kiyoshi, maybe we are working on a similar game. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Y'all gotta get a thumbs-up system, so the 'thank you' process isn't a bump. :) Anyway, thanks.

  • Well, I've been having so much fun with Construct 2 over these past few weeks that I've been thinking about getting a license. Unfortunately, I can't see the benefits over the sprite pack. Isn't there some detailed info?

  • Is there anything built into Construct 2 that would allow me to import a library of monsters, with an XML or DB-driven key of their properties or something to that effect? I've got over 700 monster sprites that I would like to have available (kind of a library). As code jocks, or 'code meat heads', probably know, it's MUCH faster to do bulk ops by keyboard or script, as opposed to by mouse; however, I wasn't able to uncover an answer to this question in my rigorous tri-keyword searching expedition. <img src="smileys/smiley3.gif" border="0" align="middle" />

    <img src="smileys/smiley9.gif" border="0" align="middle" /> Don't call me lazy. Call me cute. Can I get another handout, pluz?

  • Wow, the new renderer makes our games use fewer system resources. :) SO, less lag for my 1998 POS.

  • Thanks. We are quick draws? :D *High five*

  • Bug that existed on my system:

    I was on XP 32-bit, Japanese OS w/ English 'system language'*. Installation threw an error stating that it could not create shortcuts on my desktop or in my start menu. This is pretty standard for Japanese OS w/ English system language. This is fixed by changing the system language to Japanese, but doing so results in many other programs' dialogs defaulting to Japanese.

    Steps:

    On a Japanese install of Windows 32-bit, go to Control Panel>Regional and Language Settings.

    Change all language settings to English/??/??.

    Execute the Construct 2 installer and follow the default installation instructions.

    Work-around:

    Change 'system language' back to Japanese.

    *Important note: It's not called "system language", but I don't know what it's called. Actually, I read at Microsoft.com that English versions of XP could go to any system language, but other-language versions of XP could not be converted to English system language. Maybe it's called 'interface language' or something. I'm sorry, but I'm not sure what the technical term is. So, please update if you know. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Current bug:

    I'm on XP 32-bit, Japanese OS w/ Japanese system language. When I try to open a project at the opening screen, in the layout, nothing happens. I checked eventvwr. Nothing there.

    I'm not sure what system specs to post. I have all the data handy, if needs be.

    Steps:

    I just installed the previous version normally, and when I clicked 'Open Project' in the layout, it did not work. So, I used the drop-down menus.

  • Cool, there's an update. Where can I see a CHANGELOG? :D

  • If you required the user to download a plug-in, or if you used Flash on the same page where your game is. Also, you can use x-webkit-speech, which doesn't post the mic but only the words spoken into the mic: slides.html5rocks.com

    Unfortunately, this is no good for what I want to do. I want to post the volume of the mic. That way, I can make a game with a warrior who swings his sword dealing more attack damage when the summoner(s) yell louder. For example, +1.5% attack damage per decibel of sound.