inkBot's Forum Posts

  • I doubt a pub will be a conducive environment to host a stream from. First, you'd need to find a pub that'd be ok with it. Then you'd have to consider the other pubgoers. It's frankly more hassle than it's worth, if you ask me.

    Keeping it small and informal is a good idea. Doesn't have to be a one-off thing either. Could be every once in a while.

  • Liking the debugger so far. I'm betting there are lots left to add to it.

    One thing though, it's not working with Node-Webkit previews currently. It's not really a big issue, but it'd be nice to be able to run the debugger on a Node-Webkit preview as well.

  • Sounds like a fun idea.

    Currently it's not possible for me. But I might be looking at working in the UK if things go right. If so I'd be around an hour or so away from London. Then I'd be completely onboard, obviously.

  • Nintendo and Apple aren't really comparable. Two wildly different markets. Not to forget that the 3k gives you a physical dev kit, access to Nintendo's SDK/API as well as access to full versions of other software, like Unity.

    Calling it a no brainer isn't really taking into consideration these differences.

  • Edit: and in this post, NotionGames who's Ubi-land got him approved, mentions $3000 for the game dev kit.

    http://www.scirra.com/forum/super-ubi-land-wii-u_topic60971.html

    Heh, I find it kinda funny that I wrote this in that thread.

    But wouldn't it be neat if we could get a WiiU exporter for C2 eventually? Even though it's unlikely.

    I AM A PROPHET! HEED ME!

    Anyway, me and Hemul1 are probably going to skew our joint project towards WiiU now, as well as other personal projects.

    3k is a bit steep, but if you're releasing on a mainstream console you'll possibly be looking at a high number of sales. To break even for that 3k alone you need less than 350 sales if you price your game at 10?, assuming a 70/30 split. So in that sense, it's not a lot. It's a lot up front for any one indie, but in the long run, not so much. Especially considering you only have to buy it once.

  • This isn't techically a bug, afaik, but it's something I'd like to see implemented as a feature.

  • Finished. Well, until I have to start animating it of course. *shudder*

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/princess-kou_zpsb18f498b.png" border="0" />

  • NES

    -Megaman 3

    -Shatterhand

    -Blue Shadow/Shadow Warriors

    SNES

    -Megaman X2

    -Terranigma

    -Hagane

    -Ninja Warriors

  • Thanks.

    Started on another one.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/phoenixprincess-3_zps71e82103.png" border="0" />

    Essentially a new version of a sprite I posted earlier.

    Tiny update:

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/phoenixprincess-4_zpsbdda48e1.png" border="0" />

    Bigger update:

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/phoenixprincess-8_zpsad20402b.png" border="0" />

  • <img src="http://i79.photobucket.com/albums/j135/mr_norris/cyberninja-stance_zps6a494167.png" border="0" />

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/cyberninja-charge-stance-2-5f_zpsf294abca.gif" border="0" />

    Update:

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/cyberninja-charge-stance-3-30f_zpsb4e313e4.gif" border="0" />

  • +1

    I've wanted more functionality regarding parallax for quite a while. Say you want something to appear in the fore/background at a specific point in a level. Currently, parallax won't help you achieve that, so you'll have to do it all manually anyway.

    It's not really a huge priority, compared to other things, so not surprising it has less functionality than I'd like.

    Hello!

    use I can't really predict the actual offset of a layer the further I go from the 0,0 coordinates. I know that there is a "Parallax in the editor" option but that doesn't work as I would expect it, it feel's like it is depended of the editor's layout view zoom level and not from the layer's actual z depth position.

    Quite a while ago I wrote about the "parallax in editor" feature and how it's not really useful. I suggested adding a frame the size of the window size of the game on the layout, similar to the one in the upper left corner, but this one would move with you as you scroll around, acting as a 1:1 preview of how the game would look at that position. That way you could use it to predict how parallax would look, etc.

    I don't really care if that particular feature was actually implemented, as long as some form of more in depth parallax control is implemented.

  • I've never used keyboard shortcuts to preview a project. I right click the layout I want in the project tab (if it's not the active one of course) and choose "Run Layout". If I want to preview the whole thing I do the same, just right clicking on the project folder instead of a layout.

    Having another button at the top wouldn't be too difficult to implement I figure. Though it'd have to be easy to distinguish between the "run layout" and "run project" buttons. Maybe the current circle design for the layout one and a square one for the project one?

    +1 for customizable shortcuts, even if I doubt I'd change them myself.

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  • I'm always a little iffy about using For Each too much. If you have a lot of stuff onscreen, I can imagine it causing slowdown at some point.

    The way I do it relies on collisions instead, also using a family for all objects.

    +"Sprite" overlaps "All"

    +Sub: Sprite.Y > All.Y

    -Sprite - move in front of All

    +Sub: Sprite.Y < All.Y

    -Sprite - move behind All

    That way you only check and change the Z order when it's actually necessary (when things collide).

    Though you do have to have these events for every object that might change it's Z order.

    Seeing as how I'm not currently working on a tilebased game, I'll abstain from voting on that. Modularity gets my vote since it'd probably boost productivity within the community in addition to the good people coding plugins.

    I do think multiplayer is a worthwile endeavour, however I also think it's a) not the right time and b) more timeconsuming to create from scratch than people think. Netcode is always a hassle, no exceptions.

    I would like to place a suggestion for multiplayer up for discussion, though. I'm at best speaking as a player in regards to online multiplayer. Aside from the knowledge that it's a very difficult subject, I know little of how netcode actually works.

    With that said, what about GGPO?

    Like I said, I don't know the inner workings of netcode and as such I don't know if it's applicable to C2/HTML5. But I do know that GGPO is tried and true and works on peer-to-peer, instead of using straight up servers.

    Some other things on my mind in regards to the future of C2.

    The topic of streaming content and/or seamless layout transitions, has been brought up before. Here for example: Linky.

    That thread is two years old and I feel compelled to ask: what is the situation on that subject?

    And last a simple suggestion. It would be great if selecting an object in the Z-order bar would switch the properties bar to that objects properties in the same fashion that selecting an object in the project bar does just that.