SoldjahBoy's Forum Posts

  • Adobe Construct CS3 Professional Edition

    *shudders*

    OH NOES! HAED AESPLODSHUN!

  • > Lol guys, fool'd

    >

    just a question. but would you ever consider it if it happened? being bought by a company like that?

    For starters, if it were me... I wouldn't take less than a 7 digit sum seeing as massive companies like Adobe can afford much more than a piddly 6 digit offer. Also on condition of sale, I would stipulate certain conditions such as the program remaining free, or at least having a free version and a paid version for "commercial use", otherwise the community will be instantly killed off.

    Lastly, I would want to remain on the design team and get paid a "wage".

    Anything less than that, and they can go stick it

  • It looks like it costs about �200 for a UK trademark, and it takes a few months. That's �200 I don't have, being a student

    We might have to see what we can do to help with that then...

  • I should probably add up all these hints and put them on an optimisation page on the wiki or something, heh...

    You are creating a personal army... make us do it

    Now get back to work!

  • N-GAGE!

    o i c wut u did thar!

  • Scirra is about as much as a company as you'd have if you set up a website for a lemonade stand. In other words, not really at all, just a name. There are no accounts and nothing is registered for Scirra, it's pretty much just a domain name

    Might want to register the name as a business otherwise some smartass out there might try to "steal" it then claim you copied them... then try to sue you... HAED AESPLODE!

    No seriously... how much is it to register your business name? I know here in Australia it's only like $200 per year, or free if your business name is YOUR name.

  • Thanks for the ideas and all, it was easy so I added set/get rotate speed for 0.94. As for the rest, will have to investigate in more detail later...

    Holy cow... that was the most awesome thing I have ever seen O.O So fast...

    You are welcome for the suggetions... I will continue to think of more as I cross bridges. Construct is easily the more versitle creation software I have used, and the fact you are so dedicated to it inspires me. Keep up the great work Ash, I will definatley be sending a donation your direction soon mate!

    ~Sol

  • ...

    i put a system condition "while" in an event and when i run the preview it doesnt run, although it shows up in my processes. i have to end the process for construct to work again. and then it seems to crash randomly. usually after i do something as well. "construct has stopped working and needs to close"

    ...

    How odd! I haven't had any stability issues so far myself... even though I've made some funky crap in the event editor that probably should have crashed it. XD

  • So again I did a bit of a search and didn't turn up much... maybe I search for the wrong keywords or something?

    Anyway, I have found what may be a bug, or may be me doing something wrong...

    THE PROBLEM

    I made a "car" object and some 3d box objects and told the box objects to be "solid" so the car would crash into them. That worked fine, but on closer inspection I noticed, that even though I set the car collision to "per pixel" the car seems to collide with the box objects using the bounding box of the car. This is annoying because if you are trying to drive close to a "building" (3d box), particularly while turning, you smack into the thing and ricochet off, even though you are nowhere near it.

    I fixed the probelem by making a square, plainly coloured sprite, and used that as the collision base for the building and set the building to not be "solid" anymore... Now it works fine, but takes 2 objects to do the same job. Am I missing something here or are 3d boxes not really that great for relying on collision/overlap?

    THE SUGGESTIONS

    Car objects would be better if they had the following adjustible attributes:

    1. Adjust the amount of "bounce" or whether it bounces at all or just stops when it hits something. I find it bounces way too much at high speed, and no matter what I code into the event editor it doesn't seem to stop it or even reduce the amount it bounces around. I tried things like "on collide then stop" and "if bounce then stop" etc to no avail.

    2. Cars have momentum when moving... it would be nice to have a momentum attribute so when you do a reverse 180 or something, the car will keep moving in the direction its facing without having to "reverse" the movement.

    To see what I mean, make a car object that goes fairly fast and drive in reverse as fast as you can, then turn while still moving until you are facing 180� from where you started, then accelerate forwards. In real life, the car would just keep moving forwards, but in Construct the car has to stop and then start moving again... as if the wheels have to reverse the direction they are moving in before it can go forwards. Hard to explain I know, but try it you will see what I mean.

    3. Lastly it would be nice to be able to change the rotation speed of a car object using events. Again, maybe I am missing something here, but I looked and looked and there is no option to change the rotation speed of a car object in the event editor. For instance when using a "handbrake" the car would inherantly turn faster as it washes out, but I can't change how fast it turns without making flags and values that change how much extra it turns in a given direction, then adding that to the current direction etc. If I have to do that, then that's fine, but it would be cool if it can be easily added as a standard option.

    So far, I think that's all I can come up with

    The other features work really well, like skidding and stuff like that... though not entirely realistic, its fun to drift around obsticles and get the donuts going!

    ~Sol

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  • There should be a multiplayer plugin by the time we hit 1.0, and I'll have made it if nobody else has. Networking isn't my strong point though, even so I will try to do it properly, but I don't know how long that'd take - you might have to be patient if you're starting now!

    Also be aware there are known file-corruption bugs in 0.93, some but not all of which should be fixed by 0.94 - keep lots of backups!

    Cheers Ash

    I'm patient alright... no rush from this end mate, I still have to figure a lot of stuff out though I made some pretty good progress last night after work just mucking around with the program.

    I have a few things to ask about in terms of bugs I have discovered plus a few suggestions, but I want to have a quick search and see if it has already been answered before I post them.

    Thanks again for making this awesome program and releasing it for free!

  • That bug happened to me too, I had an asteroids project file that was 2.7 GB in size.

    Wow that kind of sucks... any tips on how to avoid it? The last thing I need is to end up with 50% of a game then break it like that...

    Also, once I get home I will download this game... the screenshots don't look like much, but it's all about gameplay and not graphics as I so frequently remind a lot of the younger generation these days... looks like a neat idea!

  • <img src="http://scirra.com/phpBB2/images/smiles/icon_razz.gif">

    hehehe nice to see you here by the way Cecil... you are officially stalking me now Mr.Pink! XD

  • Sorry to bump this old(ish) thread, but you asked about finding the site... I found it because I was trying to go to the old Tigerworks site for some MMF2 extensions, and got redirected here...

    Also yes, a donation is on my list of priorities as well if it means I will get a multiplayer plugin!

    Seriously though, this program from what I've seen so far is easily worth as much as, if not more than any of the klickteam stuff... I'll have to put some money in paypal and see how we go.

    ~Sol

  • > this looks enough like MMF2/TGF/etc that it should be relatively straight forward.

    >

    Read the tutorial.

    Yeah I've got it already, but I'm having fun just messing around at this point... I can't help but be a typical guy when it comes to doing anything that involves instructions... basically do it wrong until something breaks, then read the instructions.

  • > (not sure if the python tutorial for socket connections is what I am looking for?)

    >

    Yep. For now, Python sockets are your best bet. I don't think the peson who was writing that tutorial is done with it yet, though.

    >

    > Is there, or will there be (plans for) some sort of Multiplayer Sock object/plugin to allow multiplayer games over TCP/IP?

    >

    Nope. There was, but it seems that the person making the plugin gave up. I'm sure something will come about in the future though. Ashley has said that if there isn't one by 1.0 he would make one.

    Well that's just super awesome! I can't wait... I guess I'll start making my project now, and hope the multiplayer plugin ties in later without having to re-do too much. Either way I need to get my head around this program... I come from using a long line of klick software, as well as old-school stuff like Megazeux... this looks enough like MMF2/TGF/etc that it should be relatively straight forward.

    If anyone else is looking for a project then PM me, I have a large overview of what I'm making... I already have a lot of the graphics done and a fairly good idea of how I want the game to work... most of which I am quite capable of doing solo but if anyone is "homeless" at the moment in terms of a project, drop me a line and I will fill you in!

    Thanks again for the info!

    ~Sol