jeebroniz's Forum Posts

  • I cant find any simple to understand examples. Basically Im asking how to bake nav meshes into Construct 2, and how do most people approach this problem. So NPCs and such know how to navigate around solid objects or object types (not solid, just types) and know where to move. Some engines this is easier than others. And I just dont know how. Like not even the commands.

  • rekjl (and jeebroniz - C2 can do exactly what rekjl wants using built in Z-order functions)

    .

    What built in Z order? There is none, the For Each (Ordered) has abysmal performance. But if im wrong just tell me what it is because I cant find it and Ive tried every way possible for ordering between 10 or more dynamic objects with variables controlling depth.

    Game maker also has this with depth.

  • I know that clickteam fusion has built in layer plugin, but construct 2 never got one.

    there is the Rex Z layer plugin, but it doesnt have a general use "Compare all to Variable" which SUCKS.

  • uhh hmmm I think I almost get it. I'm having trouble understanding what exactly cosine is but I'll double check some notes on trigonometry and cross reference until I do.

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  • what IS the sine and cosine anyway? I keep studying it but my mind cant apply the right triangle to the 0 through 360 degree spectrum even when its explained to me visually.

    I was told to take sine as the opposite of the angle you have and cosine is the angle but add 90degrees to it? or is it the opposite + 90 degrees?

  • wow thanks alot! and by the way your other plugin is amazing but i didnt get to use it as I dont understand the whole ideas of cameras, thanks alot!

  • this is probably a very basic thing in every video game taken for granted but, I am totally lost when trying to understand the SOHCAHTOA

    [quote:3kbqstwo]

    A way of remembering how to compute the sine, cosine, and tangent of an angle.

    SOH stands for Sine equals Opposite over Hypotenuse.

    CAH stands for Cosine equals Adjacent over Hypotenuse.

    TOA stands for Tangent equals Opposite over Adjacent.

    Well, it turns out understanding this is hugely important in game design and still is only considered to be ENTRY LEVEL trigonometry.. lol.... :,,( my tears

    But anyway, I was wondering how do I pin an object to another using this? Using Angle() (Atan2) or whatever? I have no clue. I have seen examples but dont understand it at all.

    Lets say there is a rotating chair, and I want the player to always Stand behind the chair as it rotates (like 10 feet behind) and always face the same direction and the chair and stay relative to its position? D:

  • wow thanks alot everyone, I wasnt expecting the extra info.

  • Welp, I guess these are all my answers.

  • Asset extraction is possible with any game, but I do understand the notion of not wanting to have your graphics and sounds just sit there for any "noob" to grab.

    I did use Enigma Virtual Box in the past (Windows only I think), which is a free program for the purpose of creating portable applications for software that usually doesn't support this (would have to be installed).

    It results in one single executable file and works flawlessly as far as I can tell. Your assets won't be visible to the user and they aren't temporarily being extracted to the hdd either.

    Admittedly I didn't research this for safety and it might be a bad idea for other reasons. All I can say is that I didn't get any complaints related to this so far.

    > Once you realise that pirates aren't your key demographic it becomes less relevant to most developers.

    > In other words thats income you wouldn't receive anyway.

    >

    So true! I think the concern here lies more with the openly available assets in general though.

    Yes, the "noob" part. I mean, I'm a noob too since I'm using something like construct 2. But why would I want to make it easier for every noob using my game, hell, even the pirates, who can just plunker in, spend (or even get for free) the same key to use construct 2 I got, or something else entirely (unity?) make a game just like mine or better somewhere with recolored assets? Its totally possible and I'd atleast like someone who knew how to crack encryption doing it. Otherwise, all the person did was lawfully, extract a zip package. what am I going do to? Put a legal notice saying "DO NOT EXTRACT MY ASSETS AND RE-USE IN OTHER GAMES... OR ELSE!"

    I'm not Bethesda.

  • Once you realise that pirates aren't your key demographic it becomes less relevant to most developers.

    In other words thats income you wouldn't receive anyway.

    I said, I didnt care about "pirates"

    I care about resell content thieves. A different beast altogether. And in fact, any measures relating to making their job a little less forward and more indirect, being a baseline feature offered already in the same export option. Meaning, base level encryption on any or all packaged assets we create inside of this game maker engine. I already know its possible, I'm just wondering why or what we can do exactly besides just listing some "copyright".

  • ^

    Not trying to be rude here, but here I am staring at my copy of all kinds of development software.

    Unity - Sure, straight up decompiliable, assets are easily extracted.... usually though titles are sold by big small time endevours or people who are so talented that they can easily make something else and Unity has alot of buyers.. Wish I could understand the whole quaternian vectoring and also C# or Id give it a go.

    Game Maker - horrible to use to be honest, keeping track of so many scripts and crap. I liked 8.1 but that gives the same problem when using outsource files loaded in. Studio? Sandboxed content and its compiled to the .exe. In a wrapper. I think its just as easily extracted.

    Clickteam Studio Fusion - everything is compiled to its exe unless you choose to make it external, very light programs... so inbedding content to make it harder to crack is easy. costly too, and youre limited to only like winodws for export without paying for extra crap. Atleast it has a Layering extension which supports Z ordering, the one in construct 2 lags like hell.

    Gdevelop - I believe it exports your assets in a viewable folder. just like construct 2. I think it runs off the same kinda code but not sure. Its pretty buggy at times.

    Real programming languages with imported libs - same issues as above, but you can also put into the effort of obfuscating your own assets behind encrypted zip packages. Its always possible.

    Construct 2 - ? You export to Nodewebkit and ALL your assets are exposed in a nice little package to be taken at whim in some .pk file? I mean what the crap? I'd rather export to an encrypted .exe and have it be bloated. Image youre some indie dev, youve got no talent at making games and slave away at one to sell. Suddenly anyone can come in taken your little assets and resell elsewhere extremely easily. Not because its any good, but because there was a potential for duplicate sales and yours was easy pickings. Theres nothing to stop this... and I dont even see many games being sold made with Construct 2...

    On one hand I can count

    Insanity Blade

    The last penolope

    DinoSystem

    ....

    hmm

    Anyway look, I am not complaining if this was a hardcore limitation that all users of nodwebkit have to contend with, but then I learned you CAN inbed your nodewebkit files into encrypted .exes.... so what gives, will Construct 2 see any of this asset protection for small time no talent indie devs slaving away?

    its one thing to get a game I make or anyone makes torrented, fine, but to get assets stolen and resold? Thats just terrible.