Space Ape's Forum Posts

  • Yung: It may not be what you're looking for, but I was thinking you could have a particle object that moves with the mouse/touch stroke, emitting particles along the way. If you setup the particles correctly, the ones emitted first (at the beginning of the slash) would fade out first. The radius of particles could be small so it doesn't look like a burst but rather just a streak.

    Another way might be to have a sprite image that stretches from the initial mouse/touch point to the termination point via scaling or just adjusting the width.

  • : I'm about an hour south in northern Rhode Island! I like the idea but the traffic into Boston is white-knuckle nightmare! It might be something to setup via Skype or some other social meet-up software.

  • wilsonglasser: Check out the manual entries on UID, which is exactly what you're looking for.

  • havenrocket: I played around with an idea last night and it seemed to work. If you use tiled backgrounds, which are less resource-intensive I think, and put them into a family then set a family behavior as "solid", the moving object will treat the tiled background as a solid surface.

    I was able to make a maze with tiled background wall pieces set with solid behavior and the moving object stopped on collision. It wasn't precise sometimes, but it could work with some tinkering.

  • dinofun: as for deciding on distances, you could use the system function that calculates distance (if you haven't already!) and then check if there's a collision between the object and the wall. One way of doing that would be to use an invisible sprite (like a straight line-of-sight line) and see if that invisible line "hits" any objects in between. If there is a collision in line-of-sight, change the angle and check it again until it finds a free route.

    That could be done without using plugins, I believe.

  • Hey Ashley. I was thinking, since I do use a registry cleaner as needed, that some of those type of programs clean out internet caches unless the user manually configures it so. Is there any solution for that other than instructing the player not to do so?

    I'm talking from a tech point, not necessarily C2. Does HTML5/web-based apps even have functionality for disk storage, or is restricted by the OS?

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  • I don't know about native apps being replaced by HTML5 stuff. If it that happens, it'll take a very long time and I dunno how fast the proprietary tech is going to "get out of the way", so to speak.

    I can see HTML5-based apps coming to fruition through web and mobile-web platforms first, which may be the gateway to native apps.

  • hey kaare12.

    How about reversing the traditional RPG quest of finding/looting/accomplishing things and let the players be "evil" in that they loot/pillage/destroy things?

  • Hey dinofun. I'm just throwing out some ideas here, but what about checking the object's orientation in relation to where you DON'T want it to go and adjust its movement accordingly? It'd be like having an angle black-list, I suppose. It could move toward an angle that sets it apart from the bad spot... ?

  • Seems like it's pretty well taken care of! Out of curiosity, does changing the acceleration have an effect on this? If the player is moving, maybe have the "slippy" surface remove deceleration or even increase acceleration?

  • Good question... I'm thinking using invisible collision masks (invisible sprites?) with the collision polygon set to your desired shape and then, as sqiddster indicated, put the pretty stuff on top.

  • Yeah, I'm still trying to figure stuff out, too.

    So what was the solution? I didn't get a chance to download sqiddster's capx file yet.

  • Hey ChromeGadget,

    Would it work for your game to use the same button but have the pick-up and throw distinguished by whether the button is held or released? e.g. hold to pick-up the object, release to throw it?

  • Hey browardtech,

    I haven't messed with mySQL and AJAX, so this is just a random idea... but could you use some of the basic System time functions to check when they last logged in? When they login, have the system save the current time and date and every time after that check it to see if it's been a certain amount of time since last login?

  • Greetings balkazar!

    I've thought about this topic as well and have a few things to keep in mind. These are only my opinions and semi-rational observations, so take it with a grain of salt.

    • do some research before publishing a game to see what's on the market (title, content, etc); try to be pro-active so you don't step on any toes.
    • someone is going to copycat your work, especially if it's popular (look at all the minecraft knock-offs); in the age of hyper-fast always-on media, there's no avoiding it. Try to get your product out to as many places as possible and maybe awareness will help dilute some of the copying.
    • as for piracy, I'm not sold that anti-piracy/DRM is the way to go. It makes it harder for casual users and honest customers unless you have a real top-notch service handling it (like Steam, which still has issues). If someone wants the game bad enough and they're skilled enough, they'll find a way to steal it no matter what you do; adding extra layers of security is, in my opinion, just introducing more headaches and hurdles.
    • I have no idea how copyright / IP laws work in Europe, but in the US the copyright is assumed upon the first creation of a work. Registering the work ensures there is a public record that can hold up in court, but it is not necessary to claim copyright. Obviously if the project is a money-maker and turns out to be popular, registering ownership can't hurt.

    Take care!