skelooth's Forum Posts

  • First, thank you to everyone who has been answering all of my newbie questions.

    Now I'm floundering on program flow.

    I have something that looks like this

    On Player Created 
    -> configurebays()
    
    On configurebays()
    -> Spawn gun at Player Image Point X
    [/code:2uqfjimw]
    
    However, it looks like on player created is called before the object is actually created (???) so the guns never spawn. If I add a button and call configurebays() after the game is loaded it works fine.
    
    I also tried
    
    On LayoutStart
    -> Spawn Player
    -> configurebays()
    
    but again the guns would not spawn.
    
    So I'm tripping over this issue. I don't have access to my files at the moment but can post the capx or screenshots later (screens might be better)
    
    Second issue I'm battling is sprite vs family instances
    
    On Layout Start
    -> create demogun
    -> demofamily do something
    
    won't work work, but
    
    On Layout Start
    -> create demogun
    On Layout Start
    -> demofamily do something
    
    does work. (?)
  • I don't have any apps in the market but I have websites, and if apps admob is anything like adsense it's more of an annoyance to your visitors than it is a money making vehicle. Freemium models need high numbers of users or deceptive ad placement to really generate revenue in my opinion. I would barely call $500 a month money though either.

  • Well, you're going to have to "hardcode" them no matter what unless you develop some sort of importer. You'll have to explain more about what you're trying to accomplish, but first I really recommend the following:

    Try it.

    If it doesn't work, try to make it work. There is no "wrong way" to program in this context. If it works, it works! If it doesn't, or works poorly, that's when you debug.

  • Awesome, thanks ashley. I had assumed something like that but wasn't sure.

    Ashley you have amazing patience for answering newbie questions. Thank you for that.

  • All of the graphics packs look great! But I don't see a price on any.

  • Experiment with:

    button objects

    text objects

    onbutton click events

    and setting the value of the text object to something new.

    Those things should get you well on your way. You'll have to do a good bit of learning.

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  • You might want to go into the sprite editor and make sure the origin point is in the center, or at least in the same place for each frame.

  • I know I can disable them in the object properties, that is what I'm asking about!

    PERFORMANCE WISE

    If All Sprites are flagged with collision, will ALL sprites be tested against on each frame

    OR

    does C2 use an algorithm similar to ABBA so that only objects relevant to the collision are checked?

    I'll just turn them off to be sure.

  • Thanks!

    warville

    I meant to disable in the GUI, I did not mean calling actions to disable it. However if C2 uses some form of ABBA collisions it might not be necessary?

  • Oh, and as for performance, performance has been great for me on mobile. As with any engine, load too many resources or do something dumb in your code, and it will stagger.

  • JLH, without looking at the thread, I'm going to say, "Yes" people make (and can make) money with C2 on the appstore.

    Just because C2 is easy to use and very visual doesn't mean that it's not an IDE. Technically, C2 is a gaming RAD IDE (rapid application development interface development environment). It is probably best suited to rapidly deploying prototypes, but is entirely capable of many types of software with their quality being limited only by the person making them.

    With that said, C2 games are still games. If you release a game and it tanks, it is not C2s fault. If you release a game that sells well, it also is not a direct cause of C2. It's yours.

  • Should I be disabling collisions for sprites that do not need it? Or will the C2 engine only check for collisions against objects relevant to the event? I have hundreds of instances of sprites that serve as background decoration.

  • Programming is frought with peril like that. I know C2 advertises no programming, but essentially what you're doing is programming in a highly visual manner. Never throw in the towel. Many times game breaking bugs are just small oversights in logic.

  • The difference at that scale is insignificant. Neither would provide a difference in performance.

    Even if you had thousands of dialog option, segmenting it into different layouts would not improve performance because the UI elements are already loaded.

    There is the other point as well, that when clicking a button performance does not matter if the layout doesn't have a bunch of movement in it.

  • It depends on your end goal. Objects have a "global" property which makes it pretty easy to have a global UI across all of your game's layouts. With that in mind I think option one would be visually and logically easier to develope. You can always go back and rework things when you have a better feel.