RayKst's Forum Posts

  • Pfffffff, Muahauhauhahaahuah :D:D:D:D <img src="smileys/smiley36.gif" border="0" align="middle" /> <img src="smileys/smiley36.gif" border="0" align="middle" />

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  • Never played with physics that much but you can set the parts immovable at start and then on explosion set them movable and apply impulse at a random direction.

  • Nice but couldn't get the point of the game :| What's it about ?

    Edit: Oh a Terraria based game ! In what does it differ from Terraria ?

  • A composite sprite would be a nice feature :D Right now you could use the pin behavior and attach the parts. When the robot explodes fire the particles and detach the parts making them fly. The flying could be made in many ways. You could add physics behavior to the parts. Or custom movement. Or bullet. Or control it entirely with custom events. I don't know if the pin behavior would be flexible and powerful enough for this case though. I would use Bone Movement behavior but it's not implemented on C2 yet.

  • Yeah it's closed source. If it were open source i'd be anxious to contribute. But it's plugin based with the SDK and one hopefully the EDK :D So it's not fully closed :D

  • Right now there's not a nice way to do it. The best option would be using Families. You would check for collision with a family that would be composed of SprA , B , C etc. Hopefully this will be coming in the next version. Second option would be using of course OR event but C2 doesn't have it yet :( Third option is create a variable like 'Collided' so you do

    sprite is overlapping/colliding with sprA -> Set Collided True

    sprite is overlapping/colliding with sprB -> Set Collided True

    sprite is overlapping/colliding with sprC -> Set Collided True

    If Collided

    Trigger Once (depends on wanted behavior) -> Do Event

    Very ugly. There must be a nicer way but i formulate one right now :D

  • Wrapping it probably will never feel and perform as the real thing. I think the best to do is wait for the EDK so then someone with the knowledge/time can make a real desktop runtime. When/If the EDK comes i would be interested about making an EXE exporter. I don't know exactly how this EDK would work so i have no idea of how difficult it would be.

    The other way would be to forget about html5 and webgl and make a NaCl runtime. It would then work (in theory) in all desktops and on Chrome. Much better. But of course that's not an option since it would involve rewriting the entire thing, probably basing on Classic runtime. Just me dreaming out loud. It would take lots and lots of work in any way.

  • Brazil here :D

  • This bug has been on Chrome since forever. Hope it gets fixed soon.

  • Awesomium may not be the best option since last time i looked it added 30MB of size to exe.

  • Eheheh exactly. It seems they provide a development api too. Don't know what it's capable of though. I'm still waiting for a html5 framework that will let me do desktop class apps for browsers... Haven't found anything yet :D

  • Yeah. It just provides a custom runtime on desktop for html5 apps. Right now i can't see any real advantage besides organizing your apps, fast access etc. Guess it'll make more sense when desktop apps and web apps fully merge, that i expect is the future.

  • Only way that i can see to end this problem is rendering text as image, that is sprite fonts. Native text rendering of all browsers currently it's awful. I had no option but make all text of my games as static images. If you want nice smooth gradiented fancy text that's the only way right now. I'm pretty picky with text looks :D

  • Anyone tried Pokki ? Pretty nice. I guess it's possible to run c2 games on it.

  • Well right now i'm making everything with tiled backgrounds that's the workaround for now :D In fact the tile system could use the concept of tiled backgrounds for some cases like filling an entire area with the same tile etc. I feel there's a good way to make a tile system without needing an expressive rewrite of the map editor.