Shady's Forum Posts

  • I'm assuming variables are not editable using something like Firebug? That'd be a disaster.

  • Wait, so we can write plugins with Javascript? This is amazing.

    Will contribute, and will probably use this to eventually create some apps for my site

  • I already made an array editor months ago, but never really knew people would have been interested in one

    Also, out of the worry of people using it to easily hack game saves

    But knowing R0J0Hound, his one's probably a lot better... I'll be sure to test it later in the week.

  • Is steamworks integration really necessary for all games? Does anyone know if vvvvvv has it?

    If it is, I may need someone to make a plugin...

    A quick Google search reveals that there are games with no Steam integration. I guess the best thing to do now is contact Steam themselves. They have great customer support from my experience.

    Good luck mate.

  • Haven't played it, but it's a shame that the developer (Krome) shut down not too long ago. There goes another Australian development team

  • Have you considered steam?

    I would try that first

    Yeah, if it were to come out on Steam I'd definitely buy it. Anything else (especially something using Paypal) and I'll be having second thoughts.

  • Python is the ideal route to take as it has good xml support.

    Here is a cap that will load the map that Candescence posted in the previous post.

    http://dl.dropbox.com/u/5426011/examples2/tilemapLoad.cap

    made in 0.99.96

    Be sure to put the cap in the same directory as the map. Also you might need to install python because the xml modules aren't included in construct.

    That works very well. A much more elegant approach then I took. I managed to get a result but without the module so my code was much longer and messier. Python has an XML parser? You learn something new everyday!

    However, irritatingly, alpha doesn't work because Construct doesn't seem to like the way Paint.Net saves alpha. I had to remove the black stuff manually. Ugh, what a pain. Don't use Paint.Net for alpha in PNGs, folks.

    Edit: Or GIMP either, apparently. God dammit. How the hell do you get proper alpha right off the bat with these things?

    Now, the next main problem to make this viable is Z-Order. In other words, layers. Oh, yeah, and collision, I forgot. You either want some things to collide, or some things to not collide, basically...

    ... Then again, for collision, you could just have a second tileset for collision stuff. That works well. Z-Order is still a problem, though.

    Edit: Also, you want to be able to work with multiple tile sets at once, and by consequence, multiple sprites. So, basically...

    I managed to get collision working in my script, but it basically involved cloning the tileset and adding the 'Solid' attribute to it. I then added a python list which had all the values for solid tiles and ran a simple condition which decided on which sprite to draw. And it seems that if you import an image by splitting it, it ignores the transparency :/

    Unfortunately, creating a tile editor through Python just isn't a viable method if you don't know Python or want to create a semi-complex game. For a truly flexible approach, one needs to create a plugin which is able to add the individual objects into the layout editor as it allows for more flexibility, but that's no easy task...

  • so i thought i'd just leave this here.

    <img src="http://3.bp.blogspot.com/_TR2Ipa-cGxA/TNKaYNH9HMI/AAAAAAAAAAM/IADcoxZ8E6U/s1600/preview.png">

    just a little game i'm working on when i don't have anything better to do. as you can probably tell i'm a terrible artist. based on a poem, heavy stuff.

    That looks sweet, seriously. Sometimes keeping things simple is the best approach.

  • You can initialize a script which contains the following at the start of the layout:

    import math

    And then you can use Python("math.pi") to retrieve the value of pi. It also works in equations like Python("math.pi") /2 so it should work for whatever you want it to.

    Since pi value is constant, it would be easier to just define a global variable, call it pi and set its value to 3.1415926535897931, Python's pi value.

    Why not go a step further:

    3.1415926535897932384626433832795028841971693993751058......

    Or you could remember it up to three or four decimals (3.1416) and reuse that, which should suffice for many calculations.

    Hope that helps!

  • I haven't used it yet and I don't know if I will (now programming with pygame and starting C++) but it's great to hear that you eradicated the bugs which plagued the predecessor. It was near-perfect for me, except for that one bug.

    Great job!

  • Looking great so far. Excellent work.

    Just how efficient is it though? Looks like there's a lot going on.

  • That's awfully nice of you. I'm personally fine with my graphic design, but there's always someone who needs that extra support.

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  • -Better tiling. Creating level 8000x6000 with a lot of various densely tiled decorative sprites is very tediously. It would be nice to be here tile editor like in GameMaker or RPG Maker

    I second this. Making detailed sidescrolling maps is just too time-consuming with the current system.

  • Sub Layouts - When making an RPG or sidescroller with many layouts, it'd be helpful to have sub-layouts where everything is still retained once the player teleports to them. They can be used for small rooms or little sections like you see in many old RPGs. This way all the private variables are retained and if you exit the room, the events which took place will still be there and not reset.

    Making sense? I'll elaborate if you want.

    Encryption - This way one will be more confident with creating an external file which handles save slots or inventory items.

    Integration of Python exclusive features - If I'm not mistaken, there are some features which can only be utilized through Python. It'd be nice to see these made into events.

    Online focus - Who doesn't love online integration? I know a user did a good job at making online work through Python, but making an official plugin will be the next logical step.

    AI behaviour? - This can be a distant consideration, but maybe creating an AI behaviour that performs simple tasks as chase down a character or try to avoid a character once it's approaching? Probably won't work since it's an abstract concept but it can be at least considered.

    A dialogue system - I created one months ago which handles standard dialogue along with options and responses based on the options chosed. Even emoticons were supported by simply adding something like #H at the end of the dialogue string. It's all Python driven and was pretty messy (I had just started learning Python) but I'll probably try remaking it now into something more understandable and powerful. Anyone interested?

  • > Everyone chill! It's an important feature to have unicode, and it's especially crucial to non-English speakers, since it can be difficult or impossible to make a game in your native language without unicode support. Imagine trying to make a platformer for your friends in a program that doesn't support English, only Hindi characters.

    >

    > aolko, you do not understand how difficult it is to add unicode support to Construct. There are hundreds of thousands of lines of code, it's much more complicated than flipping a switch, and we only work on this in our spare time. So, in short, there will not be unicode support before Construct 2.

    >

    D'oh! when construct 2 will release then? or when will be beta avaliable?

    Considering the world ends in 2012, I'd say never

    In all seriousness, would this be possible through Python? I'm not too sure about the extent of Python's integration, but doesn't it have unicode support built in?