mercy's Forum Posts

  • Saving the entire game progress

    We have enhanced our CSS3 memory matching game by adding a game over screen and storing the game record. Imagine now that a player is in the mid game and accidentally closes the web browser. Once the player opens the game again, the game starts from the beginning and the game that the player was playing is lost. With the local storage, we can encode the entire game data into JSON and store them. In this way, players can resume their game later.

    Link to above article

    HTML5 storage

    Not too good news: " Since it is an ActiveX object, it will not be created if the security level on the client machine is high. So the website has to be added to the trusted site list so that the ActiveX object can be created."

    File Handling at Client Side Using Javascript

    Saving User Information to XML file using Javascript

    <img src="smileys/smiley5.gif" border="0" align="middle"> <img src="smileys/smiley29.gif" border="0" align="middle">

  • RPG GAME DEVELOPMENT

    We need a fast QuickSave QuickLoad solution for Construct 2, bound to hotkeys, like F5-Quick Save, F9 Quick Load.

    We want to be able to save to disk, because network access is not guaranteed. If a mobile phone user plays the game, there could be "Network not available" message popping up, while trying to save the game with webstorage.

    If the player - a costumer who PAID for the game - is traveling in a car and going into a valley with temporarily NO reception or to a remote place with NO reception at all and LOVES the game and PLANS to have fun with it and is at/after/before a very important FIGHT in the RPG game a " server cannot be reached" message from the mobile - after hours of gameplay - won't be exactly a happy moment , especially when again HOURS of important RPG gaming - having collected rare magic items, gained XP, beaten a super-hard dungeon all this is going to be lost. Because lack of good old save game to file option.

    SAVE TO DISK - SAVE TO FILE feature please. Even with some external plugin or externally called solution.

    Clearly Javascript is one of the worst solutions for saving games to actual files, that aren't going to be DELETED - e.g. are safe - if a user decides to clear the browser cache..

    We need to be able to:

    1. Save games

    2. Build games of arbitrary size independent of 10MB or such ridiculous restrictions: this is the problem of mobile platforms, very idiotic!

    3. Disconnect from the web, because server access is NOT guaranteed at all. The Server Webstorage provider can be unavailable at the worst customer moments making game support a nightmare.

    So.. planning game development without reliable save to disk feature is futile. No browser-caches of different browsers please.

  • It's surprisingly difficult to change dialog text, because it's all at hard coded sizes and Windows doesn't really support zooming dialogs (which sucks). However, content windows, like the list of actions, conditions and expressions , and the edit boxes where you type in parameters, can be resized easily... does that sound like it would be enough?

    That sounds very good. Can I expect it in the next releases? I really want to get started on the first episode of my RPG. The graphics is likely going to be you liked in that isometric game with tall house blocks: you were saying something along the lines of "Why is there no game being made like this for C2?"

  • I'm thinking of two "animation" poses. Final Fantasy VII-like attack movements - but the warrior is charging forward only 4-10 pixels.

    So

    SPRITE_ANIM_FRAME_1 begins to move forward

    then after few ticks

    SPRITE_ANIM_FRAME_1 begins to fade to ~50%

    then after few ticks

    SPRITE_ANIM_FRAME_1 is replaced by a 50%-faded out SPRITE_ANIM_FRAME_2

    then after few ticks

    SPRITE_ANIM_FRAME_2 is faded in 100%

    Moving the sprite 1-3 pixels to emphasize the effect when and where necessary. Goal is to emulate a real-life situation where a fighter is so fast you only see a blur of his arm/leg or sword being swung. This way I expect a "blur effect" from Construct 2.

  • Pre-generated is maybe the fastest way. Simply blur the two sprites in photoshop somehow and use that as an in-between frame.

  • Can there an effect be done in Construct 2, which creates a blur between two anim frames?

    Frame 1

    Attack__begin position: sprite characters sword & arm raised high

    Frame 2

    motion blur of frame 1 and frame 3 resulting in a blurry indistinct shape, maybe show only every second row of pixels

    Frame 3

    Attack__end position: 3. sprite characters sword & arm down

  • EXE wrapper and LARGE Data Files Saved To Disk option

  • The text around the dialogs where you put math formulas in.

    For example:

    "Parameters for system: Set layer angle"

    Layer: 0

    Angle: 0

    This is where the brain racking goes on, trying to think with a hammer, what to put in there. Can the parameter edit dialogs be changed to a similar format the Event Sheet has?

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  • Good game!

  • But you better get used to write program logic like flowcharts. Might wanna check out the code for GLSL HLSL shaders.

    You still have to reprogram your mind from artist mindset - outlook, colors, shading - to a programmer mindset: mathematics, logic, code flow, variables, arrays.

  • Bumpity bump..

    Would you be so kind, Dear Ashley, and add bigger fonts in

    ADD EVENT window

    PARAMETERS FOR SYSTEM windows?

    They appear windows-system themed with smallest font, that older developers can't see much.

    It would make possible for us to code with bigger enthusiasm and even increase the chance to get great ideas.

    Make us happy so we can make you happy with GREAT Super-Eyecandy Construct 2 GAMES !!

    Thank you from the bottom of our hearts.

  • More C2 games appearing, because a lot of developers may want to try the new EXE wrapper.

    Target platforms, like iphone, ipad, other mobile, arcade, kongregate etc. are good, especially if the compiled HTML5 can be more difficult to crack compared to the minifier.

    An EXE game in this regard should be more difficult to crack. Also we should be able to implement new protection methods, like Ubisoft and Rocksteady Studios and others are doing. If the user has a pirated copy, the gameplay slightly changes, bugs appear, important items become unreachable, functions (like Batman gliding successfully) disappear.

    Subtle checks, always renewed in your re-compiled game versions, scattered in the game code:

    Like you meet an NPC and he randomly asks for a color or a codename and the consumer must give an answer in form of a code-word (like SSI did in the '90-s), received with the purchase.

    New code-words are only sent to customers, at a regular interval, when you develop a new area in the game, which is accessible in the newest version of the game.

    EXE also supposes we could maybe have some of C1-s hardware accelerated 2D effects, like plasma, lots of sprites and fancy blending modes and some safe graphics tricks.

  • Releasing the first beta version of the EXE wrapper is expected to add a boost in appearance of new C2 games. Can't wait!

  • Looks promising! Especially for the upcoming EXE wrapper. Everybody will want to write savegames with a small picture, characters, read from INI file, etc.

  • Update is working. I have updated my entry - Golem - to the final version.