plauk's Forum Posts

  • This shouldn't be read as a rant against html5 or me screaming for an exe exporter. I'm actually very pleased with c2, and am willing to fall back to cc if need be...

    But of all the features that may or may not be implemented in the near or distant future, I'd have to say an exe exporter is far and away the most appealing to me.

    Even for free games, even for casual games. Yes, browsers are convenient and good for many types of games - but I cannot get around the fact that I find them simply annoying. They get in the way of the game. Maybe other people like playing games in tiny windows while they browse facebook, but not me. The first thing I do when I find a good browser based game, is look for a way to download it and play it in fullscreen.

    (this is usually doable in flash, but not quite as easy in html5 yet)

    Don't get me wrong, I like casual games - and sometimes it can be preferable to play them in a window - but even then I'd prefer an exe to a firefox tab. As a player I don't like losing mouse focus just because I've hovered over the edge of a window, and as a developer, I don't like leaving so many variables up to the whims of the web browser. Essentially, the only browser I would be happy presenting my game in is one that is effectively invisible. No tabs, no pop ups, no non-game related menus, no address bar, no browser branding. Also, having to jump backward in terms of shaders and effects is quite frustrating.

    But I'm not able to create my own browser... I mean, I'm using Construct to make the game - what does that tell you about my programming skills?

    ...but all that said. If an exe exporter never comes for C2. I'll use Construct Classic for any serious projects... just waiting for someone to add less atrocious aspect ratio handling.

    Keep up the great work, no matter what my personal preferences are, the construct environment is hands down the best beginner game development software I've tried... hence the early adopter license.

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  • 1. Yep, I've noticed the cursor problem. I'm not sure, but would AbsoluteX make any difference? I guess I'll have to live with an annoying arrow on screen most of the time.

    2. At the moment the collision polygon is angled on the sides of the paddle, but the result is perhaps a bit too subtle.

    3. Unicorn dust is being sent by Owl Courier, it should arrive within a cycle depending on which dimension you're in.

    • Thanks for the tips!
  • Current build: play BRiK 0.0.7b - Now with locally cached high score (just one), and a crosshair :(

    <img src="http://dl.dropbox.com/u/46479820/brick/007a-screen1.png" border="0">

    BRiK (working title) is a pixelly breakout/arkanoid clone that I'm hoping will be the first complete C2 project for me. I started this a week or two ago, but got distracted by the space contest, and yesterday I started building a minesweeper clone for some reason.

    Anyway. BRiK is intended to be fast paced and full of blips and boops, and combos and multipliers and powerups, and eventually the graphics will actually look good (colourful at least) and the sounds will be more appropriate.

    Features so far include:

    A paddle.

    A ball.

    Some bricks (3 levels)

    Combo bonuses and score multipliers.

    Two kinds of MULTIBALL: Regular, and ULTRA (I dunno, you think of a name.)

    Levels are randomly selected

    Bonus life every time you get a x9 combo (which isn't difficult).

    So essentially, it's the very basic game up and running. I have a lot of things I want to do to it... first on the list is a server based high score list (if anyone has any advice on how to go about this I would be grateful.)

    Anyone that wants to take the time to point out bugs, problems or design flaws will be rewarded with millions of dollars worth of invisible unicorn dust, and a thumbs up.

    -cheers

    Paul

  • Regarding lives, I think the easiest way would be to assign a global variable ("lives" or "health") to your player object, and upon collision with an enemy, subtract 1 from that variable.

    Then once "lives" reaches zero you can kill your player in any manner of ways.

    An instance variable would also work, but would be more appropriate if you have multiple players, or would like to assign a certain amount of health to each enemy.

    Jumping on a monster would be much easier with "overlapping at offset", but I don't think it's been implemented in C2 yet. I'd try comparing X and Y co-ordinates of the player in relation to the enemy to test if the player is on top of the enemy while colliding.

    There's an example of another way to do it here.

    edit: Here's how I would do it. link

  • On a lark I started a Minesweeper clone today as my first attempt at using arrays for something, and have got the very basic stuff working pretty well, but there are a couple of things I'd be grateful for some assistance with.

    Here is the capx, and game

    1. I would like to be able to sweep away adjoining cells once an empty cell is clicked. I attempted this with a pretty hacky solution involving spitting out invisible "sweeper" sprites that would overlap other cells to instigate a sort of chain reaction... and this seems to work at first, but then it slows down to a crawl and then the browser locks up.

    I would have tried to test for things overlapping at certain offsets, but this doesn't seem to be implemented in C2 yet. Am I stuck until this is updated, or is there another way?

    2. I've been a little inconsistent with how I am detecting things such as whether there is a bomb under a particular cell, or on an adjoining cell, or if that cell has been clicked... so during my experimentation I created a whole lot of instance variables that are probably redundant. I'd be interested to hear if there are more efficient ways of doing this as well.

    I would prefer to be able to do everything from within the context of the array if possible, rather than relying on the sprites, but I'm not familiar with what you can and can't do with an array yet.

    3. Any other comments or suggestions on the way I've gone about this whole thing would also be appreciated. I still haven't even thought about implementing things like marker flags, a timer, scoring system or even detecting once you've completed the level... baby steps I guess.

  • It's also not out of the realm of possibility to make your own behaviour and plug it in. Javascript and all, right?

    edit: sh*t, my signature is borked. Ignore it.

  • Hi there! My entry is, believe it or not, my very second game using C2.

    The Majestic Dance of the Interstellar Wrecking Balls

    A. The Majestic Dance of the Interstellar Wrecking Balls

    B. http://dl.dropbox.com/u/46479820/wreckingball/index.html

    C. Australia

    Let it be known that the game is sloppy and mostly untested. I tried it in Chrome (with hardware acceleration) and it runs great, but since I developed it while testing in Firefox with hardware acceleration disabled (I forget why), it wasn't exactly made under the best testing conditions. So, I recently twiddled with some of the physics forces to slow them down to make it playable at the ultra fast speed it now runs in Chrome... but this may have broken it for those running it without hardware acceleration.

    Anyway, I've basically run out of time to fix these issues so I'll just say: Play it in Chrome, or if you feel like testing other browsers, be warned it will probably be crap, but hopefully not forever.

  • Physics objects only interact with other physics objects, they ignore other objects completely even if they have the solid behavior.

    Of course that's what I meant to say.

  • Regarding physics vs platform behaviour:

    Although I haven't tested this in C2 yet, I think if you give the floor a 'solid' behaviour, as well as a 'physics/immoveable' behaviour you'll essentially get a platform that the player (using the platform behaviour) can walk on that also interacts with the physics objects.

    From what I understand C2 behaviours are being designed to work with each other more effectively than in Classic, so platforms should be usable with physics objects without any real problems.

    In Classic I had to fiddle with the collision masks to get both behaviours to work, and it probably would have been easier to just use 2 separate objects for platforms and physics - but with C2, I think you should be good to go.

    Having said all this, I'll go test it to see what it does.

    edit: yep, it seems to be as easy as I thought it would be... Physics/Platformer

  • Cool! It feels very much like Montezuma's Revenge (the good kind).

  • It seems setting the bottom layer to a parallax other than 100,100 results in screwy mouseX and mouseY reporting.

    I assume this is a bug, rather than some weird feature that allows you to parallax your mouse - because I can't think of a way to use this for anything other than disorienting the player.

    These 2 caps are identical aside from the parallax setting on the bottom layer. The ship is supposed to point toward the mouse, and move toward it when you hold the left mouse button. It works fine in the first example, but gets utterly confused in the second.

    Default parallax of 100,100

    Parallax set to 25,25

    As far as I can tell, this only happens when changing the parallax of the bottom layer, not of any of the other layers.

    Oh, and I'm using release 63 (64-bit) on Windows 7, if that's helpful. Let me know if you need any other information, or if the caps don't do what I described.

  • Agree about the controls. My brain gets all tied up trying to figure out which direction to press, which kills any twitch responses.

    On the first level, I spent ages just trying to make a simple jump, because each time I flipped gravity I ended up changing direction.

    But other than that it's pretty darn good. The art is amazing, and the sound fits well. Especially like the footsteps for some reason, they feel solid - giving the player a sense of heaviness.