jimand's Forum Posts

  • It's great that there will soon be methods added to "ease passing values to and from JS." I can't see myself using JS to write a whole game, or reinvent the behaviors already in Construct. But I could see myself writing smallish JS routines to manipulate variables, which might be a less cumbersome approach than using events and actions, at least in some cases.

  • Here's a good introduction to creating pixel art: http://www.raywenderlich.com/14865/introduction-to-pixel-art-for-games

  • There is a setting for "full screen in browser." Are you talking about something else?

  • Looks great and runs fine on my laptop, too. The 15 mb size seems OK, too, given the far greater installed size of most commercial games. But what really interests me is being able to access files on the disk to save setups, levels and game states. Ashley mentioned file access as a probable feature. Hope so.

  • If someone opens a page in a web browser, haven't they already, in effect, copied it? I think it is too late at that point.

  • Turn-based strategy games are among my all-time favorites. For example, the Civilization series (especially Civ 3 and 4) and Master of Orion (especially MOO2). I also like some less well-known, historical war games that are turn-based. Even for a game with a reasonable scope, something a single designer could handle in C2, I think the biggest problem would be the artificial intelligence. Ideally, you want a credible computer-opponent that doesn't cheat. At the very least, you want to create the impression of such an opponent.

  • All "wait" does is pause the system for a given period of time and then go to the next action, whatever it is. Obviously, you want the player to be able to take action, removing the pizza from the floor before the five seconds is up. I think each pizza instance needs an instance variable that increments by one for every second that the instance is touching the floor, and when that variable hits 5 for any pizza instance, the game is over. If the player removes the pizza instance from the floor, the instance variable needs to be reset to zero for that instance. The "wait" action is not needed.

  • Regarding your first question, that would be called "path finding," which is a standard topic in game programming, but one I have little background in to date. I think there are some posts about it in the How-to forum.

    Regarding "smooth turns," I assume you mean more of a sweeping turn? Not so sharp? If you are using way-points, it would be a matter of setting up more way-points at the corners. It would require some experimentation.

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  • mix -- Here is how I would do it. Basically, the answer is to use instance variables in place of the globals from my earlier demos.

    https://dl.dropbox.com/u/6109058/patternMoveDemo3.capx

  • So what you want to do is selectively reset the global variables? I'm doing that in a game by using System Set Value to manually reset the ones I want to reset, and not the ones I don't, as opposed to using the "reset global variables" function. That works fine. But I only have about 8 global variables to reset. If you have a large number of global variables to reset, and only a couple that you don't want to reset, you could use local variables to store the values you want to save, do the "reset global variables," then reset the ones you want to preserve from the local variables.

  • Games that run in browsers are restricted in changes they can make on the local computer. Web storage is a limited, sand-boxed type of exception. But if a program running in a browser could, in effect, alter itself -- well, that would seem to raise all kinds of security issues! That said, I'd love to be able to do what you are suggesting with the embedded text files.

  • An array would be a good way to store your questions, select them, and also mark whether a question has been used. Say you have 20 questions. Create an array with a width of 20 and a height of 2. Think of it as a grid with 20 columns (X dimension) and 2 rows (Y dimension). In the first row of each column, you put the text of a question. In the second row, you put a numeric marker, 0 for unused and 1 for used. Initially, all the markers would be set to 0. When a question is used, you have the program set its marker to 1. Then, if the random picker picks a question with a marker of 1, you tell it to pick again. It keeps trying until if finds a question with the marker still set to 0. Given the speed of modern computers, this will happen very fast, even if the program has to try again many times.

  • You can open any capx with the free version of Construct 2. You just need to have the most recent release. http://www.scirra.com/construct2/releases

  • Nikocente -- Scirra's policy now is to wait for the next stable release before putting entries in the manual for features introduced in beta releases. But like you, I am looking forward to the documentation for new features. Not that that stops me from playing around with them in the meantime!

  • Another approach uses an instance variable (distance) in each enemy instance, which is set every tick using the distance function.

    <img src="http://dl.dropbox.com/u/6109058/reactToPlayerEvents.JPG" border="0" />