PixelRebirth's Forum Posts

  • o other takers?

    I thought there were more zombie fanatics than that on Scirra! ;)

    I'm sure there are heaps of zombie nerds around, including myself.

    The provided info is a bit vague though to be honest. Apart from the fact that it's a zombie game with procedurally generated cities - which in itself sounds promising - there is nothing to learn about your project from this thread.

    Maybe provide a glimpse of the engine, a screenshot, concept art... anything would probably spark more interest.

    Also you didn't say what kind of skills you'd want in a teammember. You're primarily looking for Construct-experienced users, or even actual coders, as opposed to the artist type providing game assets? I assume any trade would came in handy...

    So, yeah. I guess what I'm saying is that a little more info would be nice. I'm sure many users would appreciate if you could elaborate further about your project.

  • Could this even work with C2 projects? I mean the actual game is drawn in the HTML5 canvas, so I would imagine converting purely the javascript won't be able to do the trick.

    There are apps that "convert" html to EXE, which works for C2 games, but at horrible speed. The programs claim to make use of the existing IE engine, but there is no way they're actually using IE9 technology, cause the canvas is painfully slow in the exported EXE.

    Here's one app I tried: HTML Executable

  • I second this. Had to change the collision rectangle to make it precise, otherwise it would almost always land 1 pixel above the solids.

    Looking forward to the next build, thanks Ashley!

  • This seems to be requested quite often.

    AJAX is the short answer. But beware, you will need some PHP knowledge at least. Cause writing to database or flatfile would be done with PHP (at least I can't think of a different way to do it currently).

    An easier local solution can be achieved with Web Storage, saving data in the browser.

  • Wow, I totally overlooked this. And was actually about to try my hand at a plugin with the exact same functionality!

    This is very helpful indeed, one of the things I was missing in C2 so far the most. I agree that some of the names/descriptions could be more intuitive for users that don't know the actual javascript terminology. Maybe I'll do something about that.

    Very well done, thanks for this!

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  • Many of you know this probably: the PC launch of id software's new game RAGE had various graphical problems. Long story short: it didn't run properly on ATI cards.

    The solution came quickly, in form of a special RAGE performance driver. Which came with a disclaimer, that it might cause problems with other games. I installed it anyway, enjoyed RAGE since! And also tried some other games without issues.

    But damn, it broke Construct 2! When I want to open a project or create a new one, the screen freezes. After a moment it returns to normal with C2 crashed and a message that there is a problem with the graphics driver. <img src="smileys/smiley19.gif" border="0" align="middle" />

    Thank you a lot id!   <img src="smileys/smiley17.gif" border="0" align="middle" />

    Not that it's really more than an annoyance. I suspect with the real non-experimental ATI drivers, that should arrive soonish, everything will be fine again. Still I thought it's worth sharing.

    Anyone else playing RAGE having discovered the same issue? <img src="smileys/smiley3.gif" border="0" align="middle" />

  • Web Storage lets you save data (variables) in the user's browser session. So you can save local highscores with that object.

    Other than that I guess AJAX could communicate with a PHP site which stores to a database or flatfile on the server. Not that I have tried it so far.

  • Didn't have use for the Date object so far, but on first inspection it seems to me that you need to update the time with the "set to current time" action. Worked for me when I briefly tested.

  • That's already a fine effort there, using the mid expression and of course functions like it should be.

    However there are a few things to improve, like your use of different sprites for every digit of the score.

    A pretty universal integration of sprite numbers (in this case it's to display damage) can be found in this blog article: We Construct Blog Forum rescue #004: Bitmap font damage

  • The examples you list Vicu are for creating 3d games mainly. And apart from WebGL (does need one for IE only I think), they need a plugin to run in the browser, which is a big plus point of HTML5. Also these do require you to know some scripting language at least.

    2d still has a place, especially on the web and with mobiles. Construct 2 is the easiest and most accessible tool for that task, in my opinion. And doesn't require you to write a single line of code. A selling point of Construct has always been being a development tool for artists.

    Also afaik Scirra plans on getting some of that WebGL magic into C2 with shader support.

    I don't think C2 is a fail at all, but rather promising. Of course everyone is entitled to his own opinion.

  • Funny, just found this myself yesterday.

    Using Flash 11 to create 3d presentations and applications.

    That's not quite accurate. While you can export to Flash, it actually uses the Copperlicht engine, which is a fast (?!) Javascript WebGL 3D engine, which itself is free to use btw.

    Will be trying this out a bit myself these days.

  • Who would have thought that even I could do it?! Here's my first C2 plugin Query String (alpha).

    <img src="http://dl.dropbox.com/u/2306601/qstring.png" border="0">

    It retrieves query strings added to your game's url through expressions, simple as that.

    To clarify:

    domain.com/yourgame/index.html

    Now in Construct we can get these arguments by using the Query String object's expressions. QueryString.Get("user") will return "gamer" in this case.

    How is this useful? You could think of it sort of as a command line method for C2 games. For example you could add ?debug=true to your game's url to start it up in a special debug mode.

    I for one made this plugin because I wanted to pass whole levels in form of long strings directly to the game for an experimental project.

    Also note that this doesn't work in preview mode, because apparently you can't add query strings to the preview localhost url. You will have to export the project in order to use this.

    Download Query String plugin (alpha)

    More features will eventually be added. Use at your own risk.

    Parts of the javascript used in this plugin by JohnKrutsch, found through Google. Thanks! <img src="smileys/smiley32.gif" border="0" align="middle">

  • Construct 2 has an expression for this:

    distance(x1, y1, x2, y2)

    It's the same as it was in Classic btw. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Okay, here's the basic method:

    http://dl.dropbox.com/u/2306601/placeblocks0.cap

    It's just one event, you should be able to figure it out. <img src="smileys/smiley2.gif" border="0" align="middle">

  • Just use the position of the mouse and a bit of math to spawn the blocks.

    Kind of already explained it there:

    understand you are new to Construct and probably relied on the individual background sprites for creation and positioning of the blocks. This is entirely not necessary and can be done with a little math easily.

    Basically like this: floor(MouseX(Y)/gridsize)*gridsize

    And maybe add the width/height of the block divided by 2 to account for a centered hotspot.

    Can provide a quick example if needed.