Sethmaster's Forum Posts

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    > > Kongregate didn't sell us Construct 2 , Ashley and Tom did. So its not Kongregates responsibility to fix problem with C2.

    > > That's like asking McDonalds what happen to your Burger King order, it doesn't make sense. I know you want to protect C2 but telling them it's ok to come with excuses not to solve problems is ridiculous.

    > >

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    > No I think you're missing the point. I think Ashley's idea is these other platforms can benefit from allowing C2 games easy access to their platform or service. The idea is to convince these other platforms that there is a large C2 user base making great games, which are a perfect fit for their platforms / service, and that they can benefit / profit / generate income etc on the back of the games made in C2.

    >

    > An example is Appodeal. Go to this link: http://appodeal.com/sdk and look under 'Frameworks'.

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    > They have plugins that are platform specific for Unity, Unreal 4, GameMaker and C2. They have developed those plugins themselves to allow people using those Frameworks to get easy access to their ad service. The benefit to them is the more games using their ad service, the more income they generate. So its worth their while to invest time making plugins for us.

    >

    > The same argument is valid for Kongregate. By making a plugin specifically for Construct 2 users that allowed C2 games to utilise all the features of the latest Kong API, they increase their revenue... Every C2 game on Kongregate, generating ad revenue is putting money into their own coffers.

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    > This line of thinking doesnt really work when applied to the C2 official IAP tho...

    >

    Ok you and Newts point is that Construct 2 right to wait for others to make plugins ok I got it.

    My point and everyone else is that we brought Construct 2 because they said they will continue to support and update plugins. So our morals are different thats the issue. See we believe if you pay for something, you get what you paid for. So we agree to disagree.

    I see that you are banned but I believe you are probably still lurking in the forum so I will say my piece. Ashley and co have done a remarkable job considering the one-time amount that we paid and the number of staff that he have. Of course, there are things what we constantly want them to do to cater the engine to our own benefits but hey that's life. Nobody is ever satisfy with anything. Just look at other game engine forums which I don't think you are banned in and you will see the same old gripping and whining, with greater intensity and fervor.

    Also, cool down and chill. Nobody is out there to get you. But you will burnt out if you keep going on like this.

  • Been too long since I update this thread. Here's an update.

    In developing the game, one of the new features of Street Posse Showdown is Activities. To put it simply, all your characters can do activities outside of beating the living shit out of everyone they dislike in Oaksville.

    Many activities cost effort and some also cost money to do it. Moreover, each of your character has a number of effort points per rest, to indicate how much activities they can perform. And of course, lazy people get less effort points to use. There are many activities to do and let's delve into them.

    Resting

    In the past, Street Posse Showdown utilizes a similar feature in other SRPG that after a mission (series of battle and actions) is over, the entire party health, stamina and recovery points are replenished. This currently changes to a resting feature which pretty much is similar to other RPG. To put it simply, your posse need to rest to recover their health and everything else.

    The cost of resting would be decided by the player depending on what he believes the posse lifestyle should be. Are they are homeless hobos dining in soup kitchens? Or are they enjoying life by spending frivolously? The total cost is calculated by the base living expense of the lifestyle multiply by the number of your posse members.

    Individual Activity

    This type of activities is pretty self-explanatory. Each of your characters can take individual actions as long they have the minimum effort required remaining. While the list of these activities is pretty small in the beginning, as player continues with the game, new rooms, alliances and encounters will unlock more activities for your characters to choose from.

    Revise Job

    One of the beginning individual activities. As explained in previous article, each character has a job. When your character learns a new job, the old one isn't simply removed forever. The character in question can go back to his old job at any given time, provided he still has the effort to do so. This encourages players to invest job training for their characters and switching as the situation demanded.

    Revise Techniques

    Similar to above but for techniques. Any technique removed from going over the maximum limit still remains with the character and he can relearn it back at any given time. This ensures none of the player education investment on his characters will ever be wasted while removing some of the drastic cost of switching technique loadouts.

    Collective Effort

    This type of activities involved all of the characters in your posse. All of your characters can pool their effort in order to conduct the activity. Typically, they have a great benefit but the benefit is only given once all of the cost have been paid and not a moment sooner. You usually can do this type of activities as often as you like as long as your posse have some spare effort remaining.

  • I default to 60 fps minimum for my game. Just my own personal taste and I don't have any lag issue.

    What is the purpose of this thread and doing so, may I ask first?

    I don't see anything beneficial for anyone to engage in such negative thought process when the better thread purpose would be finding features you can add in C2 for the specific game you are making.

  • I don't think this feature is necessary at all. All you have to do is provide an online newcomers FAQ which outline common mistakes made by rookies which can updated by users themselves so the small C2 team not need to bother about it.

    Heck, links to basic game programming concepts might be good as well.

  • Having every variables and every keys in every dictionaries listed on a excel sheet makes it very easy to see what they are used for and where it is if you are making a large game like me.

    Also use include event sheet to access previous functions so you don't have to redo the same shit over and over again.

    Try to use folders in Construct 2 editor to arrange everything.

    When storing sprites, store them in layouts ordered by their types and functions. Make sure the name of the layout reflect what type of sprites are stored there. DO NOT simply throw every single sprite into one or two layout just because you can't be arsed to do anything else. You will regret it multiple times when you try to improve or update your game. Remember to use folders again to organize these layouts. Number of sheets nor layouts don't matter much.

    Use comments in C2 editor liberally. Don't worry, every comment in C2 is removed during import. Helps a lot when you are wondering 5 months later what the hell does this part of a large function do.

    Enjoy gamedev and pace yourself. Always remember to have fun!

  • Hello ,

    you can simply use the Fade behavior to do just that with added bonus of creating a fade effect if you wanted to before destroying the object.

  • Like Anonnymitet said, I don't have any problems with gamepads after NWJS update to 14.0

  • Cropping image breaks the origin and other points in the sprite, which is quite important for most gamedevs.

    I also recommend you to use Spriter for animations for a better and faster workflow in dealing with sprites and animations.

  • To wait for the next tick especially to select just created objects on the current tick, just use wait dt second.

    You don't need to do so however if your actions are below of the creation action on the same or sub loop.

  • > The NW.js exporters could indeed be a lot better. Adding the steam dlls and the txt to every one of the builds is annoying and time consuming when testing. I know Scirra can't just distribute the dlls but I'd love if I could point my steamworks folder to Construct 2, so it could get the dlls from there and use the in the exported games. Also the appid txt file.

    >

    It would be nice if we could set up a folder in the export window for files like this and during packaging, C2 would copy it's content to the exported folder automatically.

    I thought you could it already by just dumping whatever you want in NWjsForC2 win32 folder or any folder inside.

    Anytime you export the NWJS version, anything inside will be included in the final release.

    Including the folder and files setup you made beforehand.

  • I use Spriter.

    Save me a hell lot of time considering that I constantly iterate my game all the time

  • Just curious, how long does it take OP to export his game into nwjs?

    It take me less than several minutes to export mine as reference and I have zero issues with the process.

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  • use audacity which is a free software and just open the audio files in it and then export it as wav files

  • Thanks.I got my answer.

    And my game currently have over 30,000 events despite liberal usage of functions and include.

    And it still run as fast as any C2 template play straight from the beginning.

    Number of events have no meaning.

    Number of functionality running at the same time or forced into a tick are the ones needed to be checked for performance.