Ludonaut's Forum Posts

  • 12 posts
  • Good work Tom!

    I found two bugs:

    First, on /addons/create, (without /make-games in the url, linked to via the bottom of the "Your Addons" page at /addons/manage) I can see checkmarks for "Official Addon" and "Built In Addon". I haven't actually tried submitting anything there but normal users probably shouldn't be able to access to those I think.

    And another small visual bug: There is a visible text overflow in addon descriptions on very long lines. Seen at /make-games/addons/111/colyseus-multiplayer

    Do you want to continue using this thread for future bug reports or should I use the Construct 3 issue tracker on Github?

  • Oxnard thanks for the heads up, I was wondering what happened to that thread.

  • Right.

    I wish I'd never started this thread and I'm genuinely sorry for wasting your time.

  • to produce a plug would require someone to figure out how to convert those xml calls into actual code that C2 can use, its not "oh hey just add this file".

    I know. I thought that was clear from the beginning.

    if all you wanted was access to some premade patterns you could convert those xml files to json, https://www.google.com/#q=xml+to+json and figure out how to replicate those calls in events.

    C2 uses json, because its a file type all the platforms C2 works on, works on.

    Not all I wanted of course, 'twas just another argument. Surely a plugin could also convert-to-json at project export to circumvent the xml platform restrictions? But thanks, this was the first answer that was actually helpful.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Great idea, I would also love to see this as a plugin.

    OGG/M4A audio files are by far the heaviest assets in most projects. This could help shrink the size of projects down quite a bit, and possibly save a lot of traffic for those living on dodgy web hosting.

  • Once again, I think you're suffering from a misconception of what a plugin would really do for you as well as what bulletXML really is. It is a format, not a language.

    I think you expect a "feed the plugin a bulletXML sheet and it will spit bullet patterns on the screen".

    And in that you are wrong. And the stuff you keep linking just displays that.

    It's BulletML, not BulletXML, and I don't believe that for a second. So maybe you're right. Maybe I really don't understand.

    I have given up on this thread, but just for fun, I'll try and sum this up from my perspective:

    • BulletML is, by definition, a markup language.
    • "It can also be done with just events" is not a viable argument. There is a large library of well-known patterns written in BulletML on the internet. The point is to make these available for use in Construct 2.
    • I see no reason why it would be impossible to have a plugin read a pattern file and execute it. E.g. the Unity wrapper does just that.
    • If this is a bad idea, explain this Construct Classic plugin, or the Unity stuff.
    • It can obviously be done in JavaScript, as evidenced by the bulletml.js demos. C2 is also JS-based. The C2 engine and modern browsers can handle hundreds of objects without breaking a sweat. (Though some of the more advanced patterns need to handle thousands of on-screen bullets, which would require optimization out of scope of a plugin.)
    • Maybe we are just facing a terminology problem and this could be a custom behavior instead of a plugin?

    And if you were SO interested in "the common good" you wouldn't be "threatening" of "keeping it to yourself".

    I'm not. I said this could be done in a way that benefits everyone, with the help of a capable programmer.

    Anyway good luck with your project.

    There is no project. Just a guy with an idea who was naive enough to ask for help.

  • You might consider me condescending, I'm just pointing out what you have posted.

    Here's a hint: There are people who, even though they might have some coding experience (or just feel like they're not up to the task), are not comfortable calling themselves programmers. Ask yourself why that would be.

    --

    I realize you guys must be getting a lot of 12 year olds asking "how maek MMORPG" questions.

    I'm not asking because I want someone to do all the work for me, (believe me, even if I would, I'd never have even signed up on this forum) I'm asking because I know this could be done in a way which would benefit everyone working with C2. A plugin would make a lot of cool stuff possible (again, see for yourself), but above all enable people like me, who lack the time or the skills to be a Real Coder™ to make better games. Which Construct is all about, I think.

    Unfortunately, you have decided to meet this idea with hostility and FUD, derailing the thread and apparently have other priorities besides crushing every chance of someone even wanting to help me, so I'm off doing this by myself. Sadly, in a way which benefits no one.

    So thanks, again, for nothing.

  • > I'm not a programmer

    >

    So that's why you seem to be missing the point of all the answers in this thread so far.

    [...] the truth to the matter is you have no clue what you're talking about and it's not because you don't like the answers you've been given that those answers aren't helpful.

    They are. You just don't want to put the effort in.

    That is incredibly condescending. I'm not a programmer, therefore I cannot possibly understand anything about programming? Come on.

    I think you're missing the point of me asking for a plugin. I know it could also be done with a bunch of complicated events, sub-events and whatnot. But oh hey, there is this language for directly defining complex object movements (BulletML can be used for a lot more than just shmups, you know) so I don't have to. Neat! I'll go ask on the forums if someone's willing to help me.

    ...

    "can't be done because arbitrary reason X, you can do this with events, you have no idea what you're talking about."

    Geez.

  • Construct's XML object, like all plugins and behaviors ARE JavaScript.

    You can link bulletml's SDK all you want, all it does is read XML files and execute functions out of it.

    Well, no shit.

    It would seem I won't find any help here. This is why I hate internet forums so much. Thanks for nothing.

  • But I don't have interesting to make this plugin

    1. I am busy for rewriting documents

    2. some platforms like cocoonJS does not support XML

    Bummer, your list of plugins is very impressive.

    You're right, CocoonJS does not support Construct's XML object. Though technically it doesn't have to, as in the end it would just need to read .xml files, which could be done in JavaScript, I think. See the bulletml.js sample files.

  • Prolific game developer Kenta Cho (you may have played his games, e.g. Noiz2sa, Torus Trooper) made a XML-based system for describing complex bullet barrages in shoot 'em up games called BulletML.

    There is a BulletML plugin for Construct Classic (totally incompatible, I know), but about a year ago this japanese guy ported BulletML to JavaScript, so I'm confident it's possible.

    Take a look at some of the bulletml.js demos.

    I'm not a programmer, but I think it would be amazing to have this functionality available in Construct 2 and I'm looking for someone who's capable of porting BulletML or even adapting bulletml.js into a Construct 2 plugin.

  • 12 posts