saiyadjin's Forum Posts

  • it's a game for learning programming. in my opinion.

    c2 is the only game makin' tool for html+js with exports to everything.

  • too many questions, too many answers.

    oh yeah, bought it like 5mins ago Ashley

    yeeeeeeey!

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  • i agree completely. people whine too much and learn/work too little. it's a time consuming job, but once done right - gg

  • Stuff like units pushing out of object, to be used in games like rts or hack and slash etc.

    • what if you use something like Spring RTS engine uses? each unit has it's own thread and a bit of time (yes it's really cpu dependant, but still around 1000 units runs pretty well, maybe even more, since i've done some games in spring). (i know spring RTS uses lua for scripting but.. )
  • why not split your stuff into more event sheets? having only one makes it hard to... organize

  • Danwood - functions are just a definition of some work - the only thing they affect is memory usage by the size of them (example 1 function ~ 100bytes or more - depending on how big it is) - once they get used it could affect performance, but if you never use that function it only uses your memory waiting to be called. also depending on what is in that function you can have normal or horrible performance. functions should be used to do EXACTLY 1 job!

    example - "EnemyHealthCalculation" - enemy.hp = enemy.hp - someothervar.damage   
                                       - set enemy hpbar to some width 
                    - if hp <0  enemy destroy[/code:v9p1yxs3]
    
    and so on...
    
    global variables are just a memory place that is used across the application - (therefore word "global") you can access it from any sheet. they just use memory and do nothing. 
    and groups... groups are run all the time, and events in them are run each tick / unless the group is disabled, or if that group contains functions. 
    functions are run "on function 'nameoffunction' ", non depending if they are in group or not. but group is just used to make your code cleaner - you put similar stuff in one group and close it when you don't use it
  • oh i haven't noticed, thank you for quick replys

  • hi, this is mostly question for Ashley or tom or whoever deals with this (or dealt with it)

    so i have made a game that i would like to sell as a source (exported folder of the game).

    it includes all the assets and commented "code", completely done by me, from nothing to everything.

    i've been reeding licensing and selling and i'm now not sure if i can sell assets only, or can i sell the whole game as a project for someone to continue with it / for education purposes and such.. ?

    can you give me more insight..? what am i allowed to sell, and what am i not?

  • Ashley - i agree about the sorting problem because you can't determine how many objects is nested under each object and so on.. but at least give us a "default" z-index on each instance, this shouldn't be hard (i presume) to implement and it could hit next stable. thnx

  • there should be dynamic z-indexing which i am missing.

    example - you have a house. when you character is behind the house - set the index to be behind the house, but when > 50% of Y (you get in front of the house) then set the index to be infront of the house.

    it would help with 2.5D games / isometric.

    also i hate how you have to change that all the time - example - i set that my mines for example have index 1

    and then i create a character with index 2. but if i again create a mine - she doesn't have default index 1, gets index 3 and is above both of the last objects which makes it wtf. i would recommend that you add a "default zindex" property Ashley (thnx)

    hi,

    i was just wondering if construct 2 export is using ECMAscript 6?

    if not do you have any plans into integrating the new/improved concepts that ecma 6 comes with?

    i've noticed that a lot of browsers (chrome and such) are implementing it and improving upon..

  • exactly. that's what i was thinking because of lot of types. thnx

  • yet again if you put them in family - each instance has that variable.

    i thought so. are you sure there isn't a way around this? (except putting each enemy to 100 and calculating differently for every enemy on hit XD (that's it XDDD))

  • hi guys,

    now there's a problem i'm dealing with. i have a health bar of size 100x20 (example)

    and i have 3-4 types of enemies with different max HPs. (let's say 100,200,300).

    if i want to show their health thorugh that health bar (with keeping the health bar size same) i have to calculate it's scale.

    example - 100 = 100 so no need for calcs, 200!=100 so i have to do (example, enemy has 150 hp out of 200 max):

    150*100/200 which is 75 and then i show 75/100.

    now the problem is here - i need to have a variable MAXHP (200) and variable currentHP (150) to calculate how much is that out of 100pixels. since i know the size of hp bar i don't need that var (100).

    this is the question - can i get rid of the 2nd variable (maxhp) and how can i calculate scale then?

    (i want to get rid of that var, because every instance then has that var, and i gotta put it by instance because many types of enemy)

    it's really funny how people call this product a toy, or whine about how bad it is, or such stuff, and they haven't invested nor 50hours in it at least.

    i've invested half a year in a game, and soon it will be finished, and that's just a starters game. Also made together with a guy.