plauk's Forum Posts

  • I think an official .exe wrapper using Awesomium would be moderately easy. Combined with something like UPX you could support a single exe binary for Linux, Windows, and Mac exports right off the bat.. Plus it is based on Chrome so would have good performance, sound compatibility, etc.

    I've been wanted to make a wrapper generator which takes a C2 folder and generates a .exe but just too busy!! :-(

    This has been on my mind constantly for the last few days.

    I've been thinking about what is really important when it comes to the delivery method of the game. And, in the end Ashley's assurance that all the current annoyances and limitations of browsers would eventually be fixed just didn't reassure me. I think maybe the thing that really bothers me is that browsers do other things... many things at once - and almost all of these things conflict with the purpose of playing the game.

    It's like the difference between watching a movie on TV, and watching it in the cinema. Control over the environment is an important part of the presentation of any media, and when movies are sliced up by advertising and cropped to fit a small screen... you're essentially fighting for the attention of the viewer, and often losing.

    While all of the annoyances that I previously mentioned are part of this, the biggest is essentially that a browser is the TV, an EXE is the cinema, and an HTML5 EXE wrapper is a DVD/BluRay... so to speak.

    They can all present the media to the viewer, and they all have different advantages/disadvantages... it would be a sad day if the film industry were to decide, since the future is in digital media, to stop screening films in cinemas.

    I would build an Awesomium wrapper myself if I wasn't such a dunce when it comes to setting up Visual Studio (it's almost like they designed it to be a pain in the arse) and had more spare time to learn the basics. Surely, building an application that does nothing but load a single web page (ie, your index.html) would be fairly easy (any takers?).

    It would be a start, at least until an official exporter is (or isn't) added.

  • This is great, and would probably work with platform type environment with a little tweak... would it be simple to add restrictions to the angle the line is able to move? ie... restrict the enemy's field of view?

    I'll try fiddling to see what can be done.

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  • Use the boolean instance variable that you've already set up for the player: 'interact1'

    keyboard 'space' - toggle boolean 'interact1'

    • player boolean 'interact1' true? - do stuff
    • player boolean 'interact1' false? - do other stuff

    or something like that.

    Although, I haven't gone through your example very closely... as long as you only toggle it once per tick, you shouldn't have any problems.

    edit: Here you go.

  • Ahhh... well there you go. I didn't even know you could comment on things that aren't in the forum.

  • Not exactly a serious issue, but... I have the 10 comment trophy, but not the first comment trophy. I've missed out on precious reputation!

    As an achievement hound, I won't let this stand. I seems to be a common issue, as over 700 people have at least 10 comments, yet only around 200 have their 1st comment trophy.

  • I've been experimenting with a simple platform enemy AI. So far I've managed to make the enemy wander around aimlessly, bumping into things and occasionally jumping up to higher ground.

    I nearly managed to add some decision making behaviour where it sortof chooses an alternate path to get where its going, but I managed to break the behaviour completely. (See disabled events for hints as to what I was trying)

    I need sleep now, so I'll leave it for tonight. Hopefully my brain wont explode trying to make an FSM later on... it nearly exploded just getting this far.

    CapX Play

    ....mannn, I'm missing the if/else/or conditions right about now!

  • Here you go: Link

    Instead of starting the entire layout from scratch, just create a new player.

    edit: I just realised I broke your timelimit. Give me a second to unbreak it.

    more edit: It should be fixed now. I'm working on the assumption you want the timer to reset each time you die so when you explode, you create a new player, and then manually reset the timer. Only when the player completely runs out of lives do we restart the level completely.

  • I can upload the php files and an example highscore .capx from my game NEON ( ize.bplaced.net/games/neon )if you want...

    It's very basic and has no cheat protection but should work on every server that supports php. Also it's not much code and pretty easy to understand.

    Yes please. I've tried following the Ajax tutorial, but it stops short of php assistance... for the rare individual who has a server capable of it, but no idea how to implement it.

  • Hm if I understand right, you can try add action "system wayt 0.1" in the first event as first action.

    Ideally I'd want it to pull the player toward the snapping location, essentially changing the trajectory mid flight. I've tried tinkering to no avail.

  • Oh wow. /bookmarked

  • Try making a game using one of the 'fullscreen in browser' options. Then hit F11. In the top 3 major browsers, you're now playing in hardware-accelerated fullscreen. Fullscreen gaming is perfectly possible in HTML5. The main barrier is people aren't used to it - like you say you assume you need an EXE to play fullscreen, but it's perfectly possible to do it in a browser, you probably have just never hit F11 to play a fullscreen browser game before.

    I'm aware that you can go fullscreen in browsers. Chrome seems to do it best, but still causes issues when the mouse hovers near the top of the screen (while testing my breakout clone, a little item scrolls onto the screen informing me that I can leave fullscreen by hitting F11 again... in the process I lose mouse control... and my ball sails right past the paddle... 1 life lost, thanks Chrome.)

    Firefox's idea of fullscreen appears to include leaving a menubar at the top of the screen and the windows taskbar down the bottom... unless there's an option for "actual" fullscreen that I haven't found.

    To be honest I haven't used Internet Explorer since the late 90's, so I'm not sure how it handles it.

    Browsers always have been, and always will be quirky. There'll always be inconsistencies between the browsers, and I'll likely have to accommodate the fact that people will stick to their browser of choice, rather than the one that plays my game better. This is ironic, in that html5 games are supposed to be platform independent, but have become somewhat reliant on the browser they are being played in, merely moving the "platform" variable one step further along. Games will now run on a Mac and PC, as long as those Macs and PCs are running latest generation browsers. This is fine for certain things, but it's a trade off nonetheless.

    The recent update that allows fullscreen zooming is pretty awesome, and I implemented it the second I updated, but even with the superior aspect ratio handling compared to CC, it still results in a game that is unreleasable because of issues running it within the browser environment. And my crisp and chunky pixel graphics are unavoidably blurred with the linear scaling that I can't turn off (I'm sure it will be possible to choose nearest neighbour in the future... maybe).

    I understand and agree that focusing on html5 (at least for now) is the best choice for a small company with limited resources - putting those resources into the features that are likely to create mass appeal, and the ability to make games that have the least impediments to getting the gaming equivalent of "bums on seats" (I guess it's still bums on seats?)... realistically, browser games made in Construct2 are more likely to be played by the majority of people than the equivalent exe games, and it's quite true that the majority of people who use Construct to make games will only ever make small, short attention span type games. And maybe in the future, the distinction between operating system and web browser will be gone entirely... and everyone will be running a Chrome OS, and all apps will run inside, side by side and on top of the browser environment... even Construct will be a browser based application, and you'll be able to run browsers inside browsers!

    Honestly, I don't think that revolution has happened yet, or is likely to happen quite so soon - and even if it would be awesome, I still hope the current generation of games aren't hobbled by being too far ahead of their time.

    I'm all in favour of an Exe wrapper (essentially it would be an html5 browser that doesn't do anything except run the game, correct?) as a temporary work-around. As an optional plugin, I don't think your fears that people would be confused about it are anything to worry about assuming the exporter is clearly labelled as "HTML5 Application" or something along those lines. If it can get around some of the 3rd party browser hassles, then I'll beta test the bejesus out of it.

    HTML5 is unlikely to ever out-perform a native EXE, so there's still a solid case to make an EXE exporter for performance reasons.

    That goes without saying.

    Also, thanks for staying in the conversation that I'm sure you're sick to hell of by now.

  • Love the BRIX font to would be cool if the score and other info was the same. Rojohound made a spritefont example HERE thats if you have all the other characters.

    Thanks. I'll look into that - I do intend to use some kind of retro pixel font eventually. The arial font is only placeholder.

    I was able to get the ball to disappear off the left edge of the screen at one point and the game didn't register anything.

    This sometimes happens to me if the framerate drops below 60fps at the wrong moment. Is yours running smoothly, or are you getting occasionally stutters? Since I started testing on Chrome with hardware acceleration it hasn't happened (which is why I think it's related).

    I'm not too sure how to prevent it, but I'll see if there is some extra way to detect that the ball went through a wall it shouldn't have.

    I also was able to get the ball's angle at perfectly 45 degrees so it was stuck indefinitely on the x axis.

    How long did you wait before you gave up? I've actually added a tiny amount of gravity to the ball, so it should eventually start to fall - you just have to be patient.

    I'll fiddle with it to see if I can just detect when the ball is moving exactly horizontal and then speed up the correction process.

    Thanks for the suggestions guys.

  • Hi!

    According to my profile, my account is 160 days old... but I've only really started using it recently, so.... um. Hi.

    I have a web presence, which is mostly about art and stuff.

    By the way, this post totally isn't entirely for the badge thing... not at all. I am the kind of person who will continue playing a video game just for achievements, but that's totally different.

    I started using Construct with the intent of making a totally epic platform adventure game... judging by my progress, it will be available by Summer 2035.

  • Can HTML5 support controllers/gamepads on windows/linux/mac?

    I'm guessing the best response to that will be about as reassuring as it was when I discovered the gamepad support in The Binding of Isaac consists of "google JoyToKey".

  • Ingenious. I've been looking for a good way to do this, this is great as it snaps the player to the edge... all that's missing is a smooth transition from freefall to the snapped location.