Kyatric's Forum Posts

  • No default instance when creating object. You must have at least one instance of every object type in at least one layout.

    The error message says it all.

    You must create at least one instance (during edittime) for all your object types in one of the layout of your project.

    Even if you place the instance outside of the layout and/or destroy it on start of the layout.

  • Cut the global var, the events related disappear, yes, but once you paste it in an other event sheet, all events are back.

    Where is the bug here ?

  • You do not have permission to view this post

  • The folder project files are xml (text) format.

    Using SVN or subversion, or any type of version control system software, the version control system software itself does the job of handling the modifications to the source files (in C2's case the .caproj and other files from the folder) and allow to two or more peoples to simultaneously work on the same file.

    Check the documentation of subversion to learn how to set it up and use it in team production environment.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Yes, use a system like subversion (or any type of tool of the like) in which you would store your saved file as folder.

    Also remember that if the game is aimed to be a commercial game, all members of the team need a license.

  • Download r105 here.

    The plugin can't be updated for previous versions and you should always stick to the latest (at least stable version, currently r103.2) anyway.

  • You do not have permission to view this post

  • Thanks, updated so that people come to the topic.

  • Two times in this thread I've seen the game fallout referred to as "Old school".

    I haven't played fallout, but heard mostly good things about it.

    Nevertheless, being in my 30ies, to me oldschool RPG (on computers) are the likes of Ultima Underworld (the first 3D RPG I've ever played. It was in old English when I was a kid not even understanding actual English and yet I spent hours on that game, not knowing what I was doing, still had fun. I could jump !), Eye of the beholder (Eye of the beholder II, same thing as above, a bit older, catching a few words here and there, but mostly moving my party and smashing monsters as I could), Might and Magic (I've spent a lot of time playing the III during the 2000, it was already old school then ^^).

    I've played some Third Eye on table too at some point, it was funny too and "really" old school.

    Ultimate hardware, your imagination <img src="smileys/smiley1.gif" border="0" align="middle" />

    I just guess the meaning of "old school" varies from a person to an other. And staying vague they can catch attention if not backing.

  • These features are optional, but the cheapest option is $50, much cheaper than C2.

    : Well, you're comparing stuff which aren't comparable there.

    C2 aims at HTML5 export by default, and this has been their selling point and aim from the get go.

    GM allows HTML5 export in their Professional edition (that costs 89.99 $) with an add of 89.99$ so a total of 179,98 $ for HTML5 export.

    This is more than a personal C2 license and less than a Business license. (GM prices in the tab of this page).

    Talking about the 50$ GM version, still according to their tab it only allows to export to exe, which is not the point of C2 originally.

    For the price of a C2 license you get access to EXE AND mobile exports (even if you label those as crippled).

    To get the same in GM, you have to add 179.99$ for iOs and another 179.99$ for android. By the look of the array I linked earlier, to get full mobile and EXE export in GM, as I understand, you need to buy it for 539.94 $ which is more than a C2 Business License.

    Gamemaker also has a much bigger community, but you don't get such direct access to the devs so tie there.

    I don't think it's as much the size o the community that matters than the amount of help it provides. On that point, I don't think C2 has to blemish at all.

    Also from what I've seen in numerous posts on this forum (I never used or was part of their community) our community is friendlier and more helpful.

    You can see the tutorials section filled with users provided content, as well as the forums which tend to answer and provide help to who's seeking some.

    PLUS you get the insane presence of C2's devs and the opportunity to have discussions such as this one which won't get censored or closed.

    Tie it if you want, I know I'm biased but to me C2's community/forums/site wins it big time.

    Unity provides fully functional support for all platforms, for free. If your interested in mobile, 200$ with game maker or gideros or something for functionality over $120 for a currently crippled system is much better.

    Like above, look again what you're comparing.

    Unity on desktop is a plugin you need to download first.

    I personally have not installed it, but still I can play any HTML5 games including games made with C2.

    It means the potential target for your HTML5 games on desktop is already wider than for unity's games.

    For the mobile, there's already have been so much improvement since the experimental mobile export that in a near future, mobile export will work as good as native.

    I can already decently play my games in LAN preview on iPad2 a bit less decently in android, but it has updates and improvements also coming (and I haven't yet tried cocoonLauncher, slowly getting there :D).

    Again, your estimate of GM's price is wrong. See earlier.

    At last, and which should matter to someone who is a developer, C2 relies on JavaScript, whereas GM's GML can only be learnt for and used in/for GM. I don't think you can market that if you want to get a developer's job sometime.

    Also, C2 offers "Team features" by its format, you can put your folders in a SVN type of server and use it as a team even in the free version.

    Another feature that GM prices for at least 89.99.

    It's fine to play the devil's advocate but I think you should play with fair arguments <img src="smileys/smiley1.gif" border="0" align="middle">

  • Awesome Linkman !

    That was one of my preferred plugins during my time with CC and I must admit I'm glad to see it coming to C2.

    I haven't tested it yet, but I'm just thrilled by the idea !

    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Peteer: Be sure to download and use the r70 compatible version from the first post of this thread.

    I've just tested in r105 and with this version, the plugin works as expected.

  • Preview works fine for me on Firefox 15 and Chrome 22 on win 7.

    What is your OS ? are your browsers up to date ?

    I can't reproduce any trouble here.

  • Ha indeed, sorry.

    That's why you should always provide a capx first hand, I misread the name of the effect.

    Getting the error in firefox 15 and Chrome 22, followed by a

    "Javascript error!

    TypeError: s is null

    localhost/glwrap.js, line 440 (col undefined)

    "

  • Have you seen this from r105's log :

    Bug Fix

    Sprite: 'set animation' in an 'on animation finished' event did not always have the intended effect

    Do you happen to use such setup ? Perhaps your code war running whereas it shouldn't have.

    I've opened projects made with r105 and/or r104 (I'm sure tbh) and with animations working on preview.

    It sounds more like some changes/reorganisation to your code might fix this.

    Can you confirm if it happens also in a new project ?