Havok's Forum Posts

  • Steam integration support would be great.

    I'll throw in this as well since it's probably going to be some idea pool of what could be included in the editor.

    I would also like to see a spline based editor for movement paths. I know there are ways of overcoming this but there are some seriously nice things you can do with spline based paths. Attached and then triggers on such a path.

    i.e draw the spline, attach an enemy. You can set if there is one way, ping pong or loop., each node point can then also act as a trigger point to fire events.

  • So I took an Construct 2 example file and quickly exported it to .EXE (I zipped it for download so just unzip it you will see it's a platformer example and there is a few DLL's etc and an EXE you click to run.)

    http://tinyurl.com/o7oz2o3

    I will remove it in a few days.

    Edit: It's the Windows 64 one so not sure if you have Windows 64 bit, but you can check the files anyway.

  • Thanks Ashley!

  • I just wanted to know if there is a maximum number of layouts one can have?

    Looking at the manual, there doesn't seem to be an issue in using lots of layouts in terms of performance.

    I just wanted to know if there is a limit?

    More info: I want to use layouts as different cut-scenes.

  • This is great!

    Very useful thanks.

  • Thanks for the tips.

    I actually shelved the point and click game for now as I had another idea spin off from it that i got stuck into, but coming back to it at the end of the month.

  • <img src="http://www.speedtest.net/result/3177031657.png" border="0" />

  • But seriously thou, why would anyone be getting mf2 if c2 with node webkit works fine?

    Well, I also decided to go for it.

    I played around with Fusion 2.5 today and decided to upgrade to the full version. ($39 upgrade from the Humble Bundle to Fusion 2.5)

    I thought why not? A few things I saw and liked.

    Looking at Flash games as well as native exe games that's on Steam etc that have been made with it, convinced me that it's not only powerful but very fast especially with the Direct3D hardware acceleration. I mean some of those games has hundreds / thousands of particles etc going on at once. And the ones on iPhone / android as well. Very fast and no slowdowns. I also found this video which I was suprised some games I've played was made with it.

    youtube.com/watch

    Flash export. Debate all you want but there is still a lot of money to be made in Flash sponsorship etc. HTML 5 thankfully is catching up but the majority is still giving out bucks for Flash.

    XNA exporter for Windows phone and Xbox360 with other console extensions possibly in the works.

    The native .exe is also really nice and fast.

    Truth be told I also got it as I'm intrigued at what might happen with MMF3 as this is a complete re-imagining of the software. Although it's still far out, it will be an upgrade price and not full price.

    I'm just absolutely stocked that I now have Fusion 2.5 as well as Construct 2. I can publish to virtually any platform now.

    I'm not abandoning my Construct 2 project however and will continue to finish it.

  • Another resurrection for this feature.

    It's a issue that i read on a lot of comments and blogs etc against html5 vs say Flash. yes there are some workarounds but this is supposed to be a game engine for non coders right ;)

    This would be a real nice feather in Construct 2's cap and a real help to developers.

    Some sort of way to do this from Construct 2 would be great as this would need to change a few times when you start looking at sites/sponsors etc. Put in on your own site, then on another site as well as change it to the sponsor's site.

  • Works well.

    Thanks spongehammer!

  • <img src="smileys/smiley2.gif" border="0" align="middle">

    http://www.macincloud.com/

  • 'Is overlapping' might be better, but even then it doesn't prevent movement. You may have to add some extra logic to bump the player back, or use some of the available behaviours for blocking movement.

    yeah that's the problem it seems, it works out well at the collision point but thereafter it just goes through - i have tried is overlapping with similar or non functioning results.

    How about this?

    <img src="http://dl.dropbox.com/u/1685424/Capture.JPG" border="0" />

    Spongehammer, I'll try that. So what that will do is check the direction of the collision / overlap and bump it back 1 pixel 180 degrees?

    That could very well work. Such a simple solution actually.

    I feel dumb.

    I'll try it out and report back.

    Thanks for the comments guys.

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  • I have no idea how to fix this collision issue I'm having.

    Player hits collision area and stops, which is correct. But if i move again it goes through. Any ideas would be appreciated.

    Capx

  • R0johound..... this.is.so.cool.

  • Seriously awesome!

    Thank you!