jayderyu's Forum Posts

  • Yep. I remember making this request a while ago. I would like to see this. BUT lately

    I would rather see Modularity be locked into making GROUPS more advanced.

    Groups can have Objects like Arrays, Sprites..... which don't appear in the Obect list. Just in the Group on the Event Sheet. I would also like Function baked into the Group. As well as expressions to make variables in a Group open or private.

    Then I would love to see it all get wrapped up into a non viewable plugin. Which can be updated by Drag and Drop into other peoples projects.

    So if someone used an advanve gamepad tool made by someone. They can drag and drop and now the group is in the project. With Functions and Expressions accessible as it were an Object itself.

    Then if the tool was updated the other person can drag and drop to update.

    This I think would work well for both OOP design and modularity.

  • I'm personally ok with a tutorial that may not be well written. I do however believe that a tutorial should have a value of content. I also believe the tutorial shouldn't be copy catted. However saying copy cat some people may have different ways of doing a feature and that is ok.

  • There are two ways handle more than 1 controller.

    A. Every tick loop through each controller registered.

    Check for each controller has state with loopindex

    B. Provide an Event for each controller. You can set wich controller to check in the param for gamepad input.

  • Just want to add some often overlooked information. Especially concering two fantastic tools.

    C2 is about the VPL and C2 has a killer game api. C2 bundles insane amounts game logic features which I have never seen the likes of in any other toolkit.

    Unity is more like layout mode to the extreme. Unity doesn't have any where near the robust game api as C2. So Unity developers often need to do everything from the ground up. There are plugins but even the most basic platformer which C2 excels at still needs far more ground work.

    So even when Unity 2D is pushed the knowledge that Unity 2D isn't going to be about Platformer, Jumthru.... it's just a toolkit to get 2D running easy on the 3D api. As for everything for gamelogic your back on your own.

    Scirra doesn't need to shift C2 to 3D. But Having a 3D Sprite would be awesome. This would be different than 3D, but instead just let 2D gameplay which C2 does well use 3D sprites.

  • Ashley

    It would be fantastic to have a few more features. When adding effect give a name to track the effect.

    Add Convolution by filename.

    Audio.hasEffect(name)

    Audio.removeEffect(name)

    don't add additional effect by name.

  • bump for Monday morning work day. So that when Ashley get's into the office the thread isn't on page 82939553. darn busy community :D

  • We got a official Scirra tutorial on this

    scirra.com/tutorials/73/supporting-multiple-screen-sizes

    Check it. It's been very helpful to me :)

  • Make sure yo import .wave PCM16. C2 will create an m4a file that IE should play.

  • SDK for plugins. C2 Check. In fact there are TONS of plugins/behaviours

    Games export to Linux, OSX, Windows, HTML5. C2 Check

    Debugger. C2 Check

    C2 on Linux/OSX. No check

    C2 is not free

    looks good. Tell us how you do :)

    C2 is better polished

    C2 has large community

    C2 has LOTS of user plugins. It's too bad not enough people give credit to use them.

  • I watched that video. That's just the statemachine and not a good represenation of a full VPL. Unity supports statemachines, but VPL are seperate plugins.

  • Joannesalfa

    Thanks for pointing that out. I stand very corrected :)

    I was excited briefly. Then not.... now am again.

  • Well I do like to write games and do game theory. My opinion is that this is a very large game project.

    Mechanically I believe the theory you have to the stat and workign is sound, but you might want to play test a version of the game before implementation.

  • nope, While Goo has a statemachine that let's you use some levels of visual programming. You will need to get your hands dirty on a lot of fundamental levels.

    Even the first tutorial is getting the developers to jump right into the code.

    gootechnologies.com/learn/engine/tutorials/hello-world

    The demo's only show the basic of the 3d layout. watching closely at the statemachine the statemachine is exactly that. A state of basic representations of motion, colours, reflection.... so on etc.

    You won't really be able to build a game with just the statemachine.

    If you want a 3D with minimal programming. Unity + Playmaker is still your best choice.

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  • That's pretty much what I do with Paint.Net. Pop a copy&paste. Then resize to a binary double. however as assets can be rolled in from artists more than once. It would be super helpful to have a resize with aspect ratio.

    I can't imagine this would be to implement, but be really helpful.

  • I think you need to go through the manual and read up on the basics. Your problem is inherently the lack of understanding Object types.

    C2 is a wonderful tool that makes development a breeze. It is however not a magical tool. Principle understandings are still a requirement. Knowing the difference from a Number and a String is really required.

    The code you present has a problem.

    an int or INTEGER is a number range with no decimal place. Where as "LEFT" is a String and is not composed of any number what so ever. So it is impossible to result an int("left") to have any value that isn't 0; as 0 is the default to any failed math expression.

    int, number with no decimal. 1

    float, number with decimal; including 1.0.

    string, any set of characters including a numeral as a character(not a number). "abc76" is a string

    scirra.com/manual/65/project-primitives