jbadams's Forum Posts

  • save a backup of your entire project, mess around with it, then either keep it or revert to the backup

    Maybe this would even be a good opportunity to teach the basic usage of some revision control through some form of source repository; far too many beginning programmers -- and let's not fool ourselves that putting together events and sorting out logic isn't at it's core the same process as "normal" programming -- are never exposed to or taught about the many wonderful tools they can and should be using to improve the development experience. Teach them how to check-in changes and roll back broken updates from a repository!

  • Hi everyone!

    Is it possible to change the background colour of a layer using events?

    If this is not currently possible, is anyone aware of an existing plug-in providing the functionality, or should I go ahead and write my own?

    I'm aiming to have a solid-coloured background which gradually changes colour over time. A tiled background doesn't seem to be an effective choice due to the lack of animations, leaving me with the choice of loading in additional images over time. A large animated sprite strikes me as inefficient, as I would need an additional animation frame for each of the many different shades/colours I want to display.

    I don't imagine writing my own plug-in to achieve this would be at all difficult, but I'd rather not spend my time duplicating existing work if there's already a good solution. <img src="smileys/smiley1.gif" border="0" align="middle">

    Thanks in advance for any responses!

    //EDIT: I found R0J0hound's canvas plugin which appears to be capable of what I'm trying to achieve -- but if there are no other suggestions for a more "light weight" solution I'll probably go ahead and develop my own anyway -- it seems rather excessive to include such a plug-in for the one very basic feature I'm after.

  • I'd just use a global -- a "variable holder" sprite is accessible from other event sheets too, so there's really no benefit to that method.

  • If you're having serious problems, you could export two different versions of the project -- one with larger images for PC, and the other with smaller, more mobile friendly versions. You should definitely test whether or not this is an actual concern before taking such a course of action though, as this is exactly the kind of manual work and micro-optimization you should aim to avoid except as a last resort; especially as Construct does not yet provide for different project configurations that could help to automate the process.

  • I thought the "not equal" icon was just fine. Remembering that the main target audience for the software are non-programmers/potentially-non-technical, they can simply be taught that whatever icon is chosen represents inversion as long as it isn't easily confused with anything else.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You could maintain a list of all such objects. For each object, store the layout it is currently on, as well as the coordinates within that layout.

  • If it isn't worth $79 to you just don't buy it.

    It sounds to me like you're enjoying using Construct 2 though, and that the standard licence would be of value to you, and as others have mentioned it's a cheaper licence than a lot of other products.

    As you yourself mentioned, you can sell games with the standard licence, so don't forget that if you make good games you should be able to make some or all of the money back.

  • Yes, of course you can. If stretching the art causes the quality to become unacceptable then just don't stretch it.

    If stretching the art is for some reason necessary then you'll need to re-think your design to avoid the problem, either by eliminating the need to stretch it or by using larger artwork. It sounds to me like you might want your characters (or whatever you're placing into the editor) to be larger? If so, you will probably want larger source art rather than re-sizing it in the editor.

    Trivia: the characters in the original Lemmings video game were only 8x8 pixels.

  • I'd suggest starting out with nearly "perfect" paddle control and then adding in "mistakes" until you've reached a difficulty level you're happy with. Fortunately, near-perfect paddle control is pretty simple logically in pong.

    The following assumes a normal pong layout with a paddle on each side of the screen. If you have a different layout you'll need to adjust as appropriate.

    First, the logic for our "perfect" control is as follows:

    • IF the ball is moving away from the paddle, try to move the paddle so it is centred vertically.
    • IF the ball is moving towards the paddle, try to match the paddle's y coordinate (assuming the origin is the centre of the paddle) to the ball's y coordinate.

    If you wanted to include different difficulties this could possibly be the AI for your "hard" mode, although you should only make a player play against this AI if your game is set up in such a way that it can become impossible for the paddle to hit the ball. The only possible improvement on this would be to predict the ball's path and move towards the final location rather than matching the y-coordinate, but as we want a beatable opponent it would be silly to bother with that extra logic.

    Next, just add some mistakes, selecting one or more from the following:

    • Over-shoot: rather than attempting to match the y-coordinate exactly, just give the paddle regular "up" or "down" updates, so that it might move further than actually necessary and have to adjust. This will often result in "jittery" paddle movement, but if you watch a real player you'll find they are often jittery too!
    • Delay: slow down the paddle's reaction times when starting it's movement (or when stopping it's movement, to again achieve an over-shoot!). I'd suggest a random delay of little more than 1 second (perhaps 0.2 to 1.2 seconds?), as too long will be obvious and make your AI look intentionally stupid. Have a play with the numbers to see what feels natural.
    • "Jitter" when waiting for the ball to come back. Real players often move towards the centre (as described above) when the ball is moving away... but then they get bored, and move the paddle up or down a bit. This can result in it being slightly harder to reach the ball.
    • "Wrong button!": you might occasionally just outright move the paddle in the wrong direction. This should be used very sparingly (1 out of 20 paddle movements or less), and you should never move it very far, otherwise it will become obvious you're trying to lose the game. If thrown in very occasionally this one can help with the illusion of human-like input however.

    Does that help? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Oh, and I'm not aware of any option to use an alternative coordinate system with Construct 2; I wouldn't think it all that likely that adding one would be a priority given how common the system currently in use is either.

    Hope the explanation helped satisfy your curiosity. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • This is actually pretty common in computer graphics: as an example, that's how Windows itself does it! Another example would be coordinates within the browser window. I expect the original reasoning for this probably relates to how a CRT draws it's image: left-to-right, and top-to-bottom.

    It can trip up people who aren't expecting it, but it's no more easy or difficult to work with than the alternative.

  • Firstly we'll quickly deal with a common misconception -- it doesn't matter if you're releasing your games for profit or for free -- Intellectual Property rights (that is, copyright and trademarks) still apply either way, and if you're infringing upon someone else's rights you may receive a cease & desist notice or be sued either way.

    That being dealt with, as I briefly touched on above the laws you're dealing with fall under "intellectual property protection", and the ones that concern you are:

    • Trademark: deals with distinctive names and/or markings used in trade. Examples include the name "Microsoft", and the Nike "Swoosh" (tick shape).
    • Copyright: protects the expressive form of an idea. Examples being a book, or a piece of artwork.

    Patent law can occasionally apply, but isn't something you're likely to have to concern yourself with. A patent protects a process by which something is achieved.

    So, you can't use someone else's trademarks without their permission. In video-games this will usually mean the names of existing games (as well as movies, books, etc.!), major characters (you can use the common name "Tom", but you can't use the specific name "Lara Croft"), and logos. Don't use any of these things. Trademarks also only apply to the market in which you are trading -- there is an "Apple" computer company AND an "Apple" music label for example.

    You also can't use someone else's copyrighted material without their permission. This means you can't use the dialogue, instructional text, sound effects, graphics, etc. from an existing product, and also applies to "derivative works", meaning that you shouldn't base your own work on an existing piece of work; i.e. if you create your own version of Mario or Sonic, it is a derivative work and you're still using copyrighted material.

    All that being said, you can't generally apply any of the above protections to game-play, so as long as you create (or legally obtain) all your own artwork, sounds, text, etc. and don't use any trademarked names or logos you're able to make a game that is played in the same way as another. For example, you can make a "falling block game", but you can not make "Tetris".

    One last quick note, I'll briefly mention "Fair Use", which gets brought up almost every time intellectual property is discussed. Fair Use is an exception to copyright laws which can apply in certain situations, and allows you to use copyrighted material without permission. Examples might include quoting a copyrighted piece of text, or making a parody version of a song. The problem however is that there are no strict rules or limits on what exactly constitutes fair use -- there's no percentage of a work or amount of words (I recall an example where someone was sued for using just 6 words from a speech) that are definitely safe to use, and only a judge can decide if fair use applies in any particular situation -- don't fall for the trap of assuming fair use will definitely protect you.

    To summarise, you should be fine as long as you check that the names and titles you want to use aren't already in use, and as long as you aren't using anyone else's artwork, sound effects, help text, dialogue, etc.

    ...and finally, I am not a lawyer, and if you're concerned about this and want to be absolutely sure you should consult with one.

    Does that help? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • He's saying it would likely be an unpleasant user experience; a tablet might be ok, but a mobile phone isn't really a great device to be editing a complex project with.

    Additionally, if Scirra were to consider the idea it would hardly be something they could charge a small extra fee for -- they would have to create a new editor for mobile devices, essentially from the ground-up.

  • There's a tutorial on How Construct 2 licences work that will probably answer your question; specifically, there's a section towards the bottom on "using your licence".

    Essentially, you should receive a licence file in an email, usually soon after payment is received, and you then copy this file to either "My Documents" or to the location where Construct 2 is installed.