inkBot's Forum Posts

  • Using kickstarter to fund development of the Awesomium exporter, essentially money to hire someone to work on that specifically, would probably be a better idea than to do a kickstarter for C2 itself. Divide the workload so to speak.

    I see some caveats.

    Is Awesomium ready for it? I mean, we tried the test Ashley put up, but that is one test. I know next to nothing about how Awesomium works but I gather it'd take some work to get it to work properly, consistently. Not to mention work with third party plugins. Which leads me to the next caveat.

    The person that would be hired to do that. It'd have to be someone Ashley and Tom can work with, that's a given. And someone who's good enough to do it. Could a kickstarter raise enough money to hire such a person. My gut tells me probably not. It's a different thing for someone to have funds for oneself, and a completely different thing to actually hire someone. Paying salary is WAY more expensive than living on your own funds (going by swedish standards anyways...) And that's even if Ashley and Tom are ok with bringing someone in at all, I'm only speculating here.

    I'd be onboard with a kickstarter to fund stuff like Awesomium exporter(s?). Not sure if it's feasible though.

  • Does it really have to be wav?

    I'd say download Audacity and export the files as ogg files instead.

  • What happens is that you create the coin, then immediately destroy it.

    Create a little animation for the coin where it bounces up and such, and do something like this.

    + Player is jumping

    + Player collides with Block

    - Spawn coin

    - Coin: Play animation "bounce"

    + Coin animation bounce is over

    - Destroy: Coin

  • I put my vote on more event sheet features. Just seems like basic functionality and should be prioritized imho.

    Secondary picks would be Online Multiplayer and Better Tilemap Support.

    When it comes to tilemap suppport I'm a bit curious about what you have in mind for it.

    Speculation time:

    Something I think would be awesome is if tilemap support would include something like an alternate editor where you can make a map which you could load at runtime. Hopefully this could possibly allow for seamless transitions between maps/layouts (that'd be a kickass feature, seriously).

    Another benefit I think could come from this would be to allow the placement of game logic dependent objects (spawners, detectors etc), not only environment/obstacles, as well as using layers within those maps.

    When it comes to multiplayer. While I did have multiplayer as a secondary pick, I went with event sheet functions instead because multiplayer is a BIG thing to tackle (I mean, just look at Capcom... ). Maybe you could do it incrementally. It being a choice on the poll suggests that you have a plan for it though. But even so, I'll bet it's going to require a lot of time put into it to make sure it works. I'm all for multiplayer, but functionality has the priority atm.

  • Simplest way to disprove the mayan calendar scare. Buy a calendar, flip to the last page.

  • I wanted to try the new version out so I grabbed it. Thing is, whenever I try to load project, it crashes. I can start a new one and save it, but not load it. Tried running in different compatibility modes and as administrator, makes no difference.

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  • You zoom using the system object. Explained here in the manual.

    scirra.com/manual/125/system-actions

  • To make the sprites bigger without making them blurry you can do one of three things.

    1. Change sampling to point, and then resize the sprites.

    2. Change sampling to point, and zoom the layout.

    3. Resize your sprite in a bitmap editor like Photoshop, and use the nearest neighbour setting for aliasing when resizing. Not sure if it's called the same in GIMP.

  • Retweeted the kickstarter link. =)

  • Simplest way is probably to use rex's pause plugin.

    scirra.com/forum/plugin-pause_topic46693.html

  • That's pretty cool. Will be interesting to see the final results.

    I think tactical rpg's are referred to as "simulation rpg's" in the east. Not sure though.

    Anyway, good stuff.

  • What I'd do is get the Function plugin and use function calls to play the sounds. So you have the function events in a separate group that you can disable when the toggle is set to off. That way the code that plays the sounds isn't executed and the sound doesn't play.

    This has the added benefit that you aren't messing with the volume to disable sounds. So if a player sets sound volume to say 70%, if he toggles it off and on the volume will still be 70%. Also when you lower the volume the sounds still play (obviously). I've found sound to be a bit wonky still on html5 (at least for me) and even with the volume set to 0 on repeated calls the volume will spike sometimes.

  • Today I got the idea in my head to compare the two most common types of health meters. The one where you have a meter that increases in length when the player upgrades his health, and the one where the meter stays the same but instead the upgraded health is handled with percentages instead.

    That lead to me thinking about how I would go about making the latter one.

    When I got that to work I thought about fighting games and how the sometimes have curves and weird shapes. So I started thinking about masking, and subsequently snooped around on the forums to see if someone else had tackled it. Someone had, so I adapted that into my little experiment.

    Result.