Kyatric's Forum Posts

  • Particle does decrease and the boy appears again in FF 11.0 and chrome 18.0.1025.162 m for me.

    No bug there, check that your browsers are up to date and your graphic card drivers are up to date.

  • Manual entry about particles

    Playing with the "Destroy mode" and "Timeout" properties allow you pretty much to mimic the Fade behavior.

  • You should post your capx.

    On bullet spawn though, you should have an "imagepoint" field in which you can use int(random(0,3)) (since you have 4 imagepoints, it will pick one of the four imagepoints).

  • C2 isn't really meant to build full websites.

    As you mentionned, search engines won't be able to crawl your content, embeding content like videos will require you to use a custom plugin like "DIV" to display said content, all in HTML.

    Forums, e-commerce...

    Considering you have PHP frameworks existing, putting a "C2 frontend" on it doesn't make much sense.

    You can use C2 to make some applications/elements of your website.

    For example, you could consider making the navigation bar in C2 as long as you know the URLs you're aiming for, that your user's browser is executing javascript and is HTML5-friendly.

    C2 isn't really recommanded for entire website.

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  • Well the better solution is a mix of both.

    Store your initial values for player/NPCs/whatever in arrays, and on creation of said instance, fill the instance variables with the value out of the array.

    For the value you want to keep from an iteration to another, store them on death of the player in global variables, or an array which values are meant to change over time and apply them to the "newly" created player instance.

    Stuff like score, numbers of kills/death, etc... can be stored in global variables. Assuming you only have one player which is scoring/killing/dying.

  • Dialogs stay where they are put on screen.

    If you don't want the inconvenience, think about putting your dialogs in your main laptop screen before removing the second monitor.

    I don't know how C2 would be supposed to recognize that you're using either 1 or 2 monitors.

  • Bullet -> On collision with another object

    The bullet is a Sprite and you can find all the explanations in the manual.

  • Have a look at the custom plugins.

    I did a astar pathfinder behavior a while ago, and recently 00rez has made a faster (and possibly better) version of his own (relying on a astar plugin).

    If you really want to do it yourself, I think you'll have to go through the SDK and implement your own plugin/behavior.

  • Go into the preferences dialog and click "Reset dialogs".

    <center><img src="http://www.scirra.com/images/articles/preferences-page1.png" border="0"></center>

    Fixed.

  • This is kind of out of the scope of this forum, since Apache and PHP have abundant ressources all over the web to learn from.

    I'd say you should have a "www" folder in your apache directory and this is where you should have a jax.php file containing your code.

    This is how you'll be able to access "http://localhost/jax.php?whatever".

    Check the How do I FAQ there are several examples treating about AJAX and PHP in the "AJAX" section, but for beginner documentation about having a local webserver and how to write correct PHP, you should make a search on google and learn from there.

  • Could be fun. Might join in, if schedule and theme are right

    lucid: Would be the perfect opportunity to have an update on the kickstarter by monday to show how a game made with Spriter could look like <img src="smileys/smiley4.gif" border="0" align="middle" />

    If the theme inspires me, I might participate too.

    I'll be in #construct channel anyway. It would be nice indeed if participants would connect and have chat/support in there.

  • There's a way to do so with the families feature (licensed version).

    I haven't yet tested how to, and I don't recall having seen documentation about this yet, but it should be easy enough.

    That's what Ashley has implemented, as closer to the class system of coding language, in C2 I think.

    There are other possibilities to do so anyway, they require more events/setup though.

    Generaly I'd advise to use an array, store the values/characteristics of your "class" there and apply those values to newly created instance "Enemy" making it of said class on creation.

    I made this commented capx some time ago to answer a similar question.

    It's not the exact principle of class as in coding language, but it does the trick "C2's way" I think.

    Hope it can be useful to you.

  • vee41: Good points too.

    I'm not sure the community on steam can be qualified as casual (but there is a potential debate on the term casual that isn't really the point of the topic).

    But indeed, steam represents a large audience and tools to marketize.

    To temper my previous post, what really bothers me is some people expecting/talking about a steam integration for C2 like "the end of all pains".

    At least I believe that's how they see it. And it is the case one has to be aware that steam isn't the ultimate answer.

    You still have to struggle for visibility amongst thousand of other products. And you can't really customize/tune the appearance/package of your game to your liking (all games are displayed the same in the steam shop).

    I agree it's tricky/hard to get people to your website (though it can be done).

    The advantage is that once the user visits your website, "you won", you're not fighting for visibility, you're all there.

    The user doesn't have to watch a video or screenshot, or download a huge client/soft, install it, configure/execute it.

    With your HTML5 game, he just goes to the page of your game and once the download is done, he's playing. And also, as the application can be made offline, he won't download it again next time he comes to the page.

    I'm OK to have a potential steam integration (also keeping in mind that Steam does not make its API public, if your game is accepted on their platform, than you have access to the documentation of the API, so a plugin that potentialy could exist in any sold copies of C2 is unlikely due to Steam's policy itself), but I do not see it as anything critical or required to monetize right now.

    It's another possibility/tool, not an end in itself.

  • Event 13, replace "System every tick" by "Enemy1 is zoned" (is boolean set) helps with picking only the zoned enemy and so you're only followed by enemies at range.

    As soon as the enemy is not in your range anymore, it stops.

    Event 18 add also a "Enemy1 is zoned".

    <img src="http://dl.dropbox.com/u/36472942/construct/forumhelp/EnemiesRange.JPG" border="0">

    The problem here was about picking, picking only the correct instances and that's the backbone of C2.

    Check the How do I FAQ and check the section "Picking/Selecting instances" and review the items listed there.

    The threads contains all the explanations one might require about picking.

  • It's strange, actions like "wait" or conditions like "every X seconds" are supposed to run the same on any computer.

    Also maintaining up to date computers is a must-do to be able to play the games in the best conditions.

    As tedious as it is, any computer user should be taught how to do it and have the good habit to update its drivers regulary.

    Finaly maybe having a read at this tutorial about frame rate independence might help and see if it's not other actions that in fact are not framerate independent the way you did them.

    Like if you have an action :

    Set sprite's Y to Sprite.Y + 100 then yes, on different CPUs, the movement will be different, especialy if this action is executed every tick.