Space Ape's Forum Posts

  • tm5con - unless I'm missing something huge, Construct doesn't open video files within itself. I think we're limited to using the Browser object to open a link.

    It's a good question, though: is there a way to open a URL in window within the game?

  • ArcadEd - I was gonna suggest the same thing that Arima did, but HE beat me to the punch. I like the idea, though--you're talking about something similar to anchors in HTML, right?

    One trick to doing that now is to put a comment with your # idea (or just a group name as Arima suggested) and then use the 'Event Search' to jump to that location.

  • Great post, lovelock; I really enjoyed the points of discussion.

    I followed the OUYA for awhile before launch and was a bit skeptical it would come to fruition. Now that it seems a reality, I'm naturally curious about being able to make games for it.

    One of my major concerns is the same concern I have when considering making games for Android, iPad, or any other mobile market: saturation. There's a concerted voice saying mobile is now and will be the majority player in gaming as we move forward.

    To me, that means every major publisher, minor publisher, and garage team is going to jump on board. Without a marketing campaign (and budget), strong design tools, and a sizable fanbase, it's going to be nigh impossible to get noticed on such a platform. I'm reluctant to invest a couple months time and energy into something to have it buried in a deluge of apps, as indie projects often are in those big mobile markets.

    The reality, IMO, is that for every indie game that succeeds there are thousands that don't; combine that with a fresh market that will attract everyone and their grandmother, and I'm right back to being a skeptic. Now one can argue that ANY market for indie games is going to be a challenge and I wouldn't disagree, but when a new market opens using a technology based on a mobile platform that is drowning in apps already, it might be tougher than impossible.

    But, hey, maybe the OUYA will be that Android-based portal that will prove the difference? All I'd say to anyone considering it is: make sure you want to do it, you're committed, and jump in with both feet. Whatever you make will have to be good; you'll have to promote like crazy; and you'll have to be 100% prepared for 0 returns on your investment.

    That's the nature of the digi-beast, right?

  • xexeo - What actions are you using in the event sheet to try and increase the sound? Using the "play sound" action, you should be able to type in a value in the volume box and notice a difference. Maybe try posting a screenshot or capx of the problem you're having?

  • Hello! What operating system are you running? I would be careful with boosting; regardless of what you here, it's rarely a good idea to overclock. Also, 2 GB of RAM is an incredibly small amount of memory nowadays. Granted, Construct 2 might not necessarily suck up a lot of memory but Windows 7 with drivers, virus, other programs etc could easily occupy .75 GB. Once you load up all the stuff in the C2 program, who knows how much is being used!

    For example, something like Farmville can chew up almost 1.5 - 2 GB of memory if it's running at full tilt.

    Maybe think about upgrading your memory?

  • I have just had a thought. I could design a ruler and import it as a sprite then it could just be dragged around as i need it.

    Brilliant! :) Sometimes it's better to find innovative solutions that wait for someone to do it for you, ya know? You can call it the "spongehammer toolbox", as weird as it sounds.

  • spongehammer - one easy way to make a grid is to create a tiled background, set the size to the pixels you want the grid to be (e.g. 32x32) and draw black lines around the edges. Stretch the tiled grid to match your layout, put it on the bottom layer (or it's own layer), and turn off initial visibility. You can add numbers or measurements to the squares to act as a ruler, as well.

  • Greetings!

    The game of my dreams: an open-world / sandbox RPG where I am given the choice of genre, technology, setting, character, and so forth. Do I feel like playing in a medieval setting with science fiction weapons or would I prefer an interstellar adventure with flying pirate ships and bronze age weapons?

    True freedom to choose how I want to play. Let me adventure, fight monsters, collect treasures, and explore a vast array of possibilities. When I'm done, let me carry my world and time-hopping hero to different times and places.

  • Hey shabbycat. It's something worth checking out; thanks for posting up the information. I'm still wrestling with whether or not any form of DRM is worth it, given that a lot of evidence hows very small difference between protected/unprotected with piracy rates. Have you had any experiences with these issues?

  • boggler - sounds like a cool project, dude.

    I haven't done anything quite like that, but I can think of a few suggestions that might help give you some ideas.

    I'm not too familiar with arrays, so I got nothing on that--sorry, man. Arrays, AFAIK, don't translate well into WebStorage. Using an array might be the easiest as far as functionality goes, though. Loading/retrieving Arrays is still a bit mystifying to me. :)

    • If there are fixed positions on the "board", each of those positions could relate to a WebStorage key. By using a System Loop, you can have the game go through each key and load the object that should belong in that spot. If spot1 corresponds to 32x,64y, the WebStorage key could be "spot" & loopindex. The value could be something you assign to an instance; maybe value = "block". A separate function could call if value = "block", create object block at 32x, 64y (the spot coordinates).
    • If everything is fluid positioning, use the same system loop to search by the object type. Maybe loop through webstorage keys like "block" & loopindex; if the loop returns a 0, tell it to stop as no more blocks were found on the screen. Each key found of an object type may have a value of it's X/Y positioning. If a key/value is found, the game creates the object at the saved coordinates.

    I stink at explaining these types of things, but maybe the basics of the idea might help.

    Take care

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  • Yup, I've used Hypercam and it's worked great; it's easy to use and highly configurable--and it's FREE! Give it a shot.

  • austin - The 'best' leaderboard suggestion was fantastic, thanks for getting that added in quickly!

    Clay.io is a great plugin and service; I hope you guys are doing well, financially, to grow and make clay.io a strong platform.

  • Can I use this when exporting with node-webkit?

    Just wanted to second that question, Austin. With node-webkit out and desktop export a reality, can we expect clay.io to work with it?

  • I'm guessing it's been long fixed, fumeque--the previous posts were from almost a year ago!

  • For the time being, as others stated above, you'll need to use WebStorage or the Clay.io plugin to save information.

    One suggestion to try, which I'm currently experimenting with, is to design the game so that save information can be stored and retrieved easily. For example, using map coordinates to indicate the player's position or using simple true/false (binary) options to indicate whether or not a player has an item.

    Basically, if you know the limitations of what you're working with, try and design your game around those limitations and maximize your design efficiency.

    Best of luck, sir.