Space Ape's Forum Posts

  • Tweeted (or twittered?) and ENTRY!

    Word. Thanks, guys.

  • Nice to meet you, CoffeeOD... love the alias, BTW. I just polished off a pot of java, myself. :)

    I wonder how many of us have the same story? Like you, Coffee, I tried for awhile to bring visions to life with little satisfaction. C2 seems the "lazy dev" dream.

    Hope I'll see ya around!

  • : I roll dice as much as time allows, amigo--I understand the concern with bringing the game into the mainstream. I plan and am in the early planning phase of working on such a game. While I haven't figured how to avoid that stated problem, I do have a few ideas that I think are long overdue.

    1) Do you remember Final Fantasy and Dragon Warrior for the NES? That's a great starting point. I'm partial to single-player RPGs as I don't believe MMO style junk is a real incarnation of RPGs. With an old school RPG like FF or DW, if designed right, the game can be expanded with new quests, maps, items, and so forth. The trick here would be to design it from the beginning for easy expansion.

    2) A table-top simulation program allowing players to create, evolve, and save their characters. True multiplayer (real-time session) would be great, but I don't think C2 supports this yet. I'm trying to figure out how an e-mail based system might work, with the program auto-sending the turn updates; alternatively, a single-player incarnation allowing the player to save any character and then draw from his personal pool of characters to create a party. Again, expansions r' us with this idea.

    I think that's enough jabbering. Dice get me excited. :)

  • Dude, that is really friggin encouraging! One of the major things I was sweating was working through all that garbage only to learn it's unlikely to work anyways.

    You took a load off, buddy. Thank you once again. *bow*

    And when someone asks you if you're a god, you say YES! :)

  • Dude, I really appreciate the tips and references. You gave me some structure to try and tackle this problem, so mucho gracias.

    I'm gonna give it a shot on my own for now; the lesson tends to stick when you have to struggle through it yourself, ya know? If I still can't wrap my head around it, I may call upon your services.

    Thanks again; your time is appreciated, sir!

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  • Ah, okay. I think I misunderstood the question, then. In that case, what Magistross said is what you're looking for.

  • If you scroll up in this thread, you'll see sqiddster's comments about using the * dt expression.

    In needs to go in anything that affects movement. In your case, when the screen is scrolled by 1 (or whatever value you're using), you should add the * dt expression.

    The reasoning and such is found here: scirra.com/tutorials/67/delta-time-and-framerate-independence/page-1

  • lanceal, did you give any thought to selling the thing as a plugin? I'm sure there's gotta be a lot of guys like me that just don't have the time, know-how, or energy to try this!

    That's a huge step! Being able to buy virtual currency with credits is really all I want to implement.

    Can you give some ideas of what's needed? I'm assuming you absolutely have to have a website with dedicated server / PHP?

    Also, are you a god? :P

  • Greetings.

    I just tried to navigate the facebook integration of in-app payments and now I need a few tylenol; my head is banging. For myself (and probably a lot of others) doing this type of programming/integration is extremely stressful.

    C2 is a god-send for me, because it doesn't require me to stare at lines of code and deal with API/SDK documentation... all that stuff hurts, seriously.

    I'm 100% serious when I say that some sort of plugin for C2 that handles at least basic functionality with using facebook credits for virtual goods would be most welcome.

    Is there any progress on an official release for this or are there any users of C2 with programming expertise working on / considering working on something like this?

  • Awesome work, amigo! I knew you'd figure it out.

    You might want to heed sqiddster's advice about adding the "* dt" to your calculations, though; otherwise, the player's framerate might make the scrolling effect wonky.

  • hound, that is impressive dude. I gotta keep that one on file! Thanks.

  • Blackyell,

    Ah, that little graphic makes perfect sense now. I can think of a few areas where hand-written marks would be very useful. There might even be a few games where it would be useful for the player to be able to take notes.

    Cool ideas!

  • Hey Blackyell. Nice to meet ya!

    In regards to the notes, you could create a layer for 'notes' that is not visible when the game starts. I think this would accomplish the same thing, right? A built-in feature would be the same thing, more or less, so I'm gonna guess it's not high on the list since the functioning for us to do it ourselves is already there.

    When you say guides are you talking about dividers? A visible line to mark off certain areas? If that's the case, then creating a line sprite and setting the initial visibility off accomplishes the same thing, no?

    I enjoyed reading the ideas, sir. Take care!

  • Hello openfocus.

    This is purely speculative, as I haven't messed with pinch-style controls yet, but I imagine you could save the point touched on the screen to a variable and measure the difference in a 'system tick' event.

    It doesn't look like there's a way to measure two touch events at the same time, though. If only one can be tracked, it might be tricky; with X increasing right and Y increasing down, you might be able to measure just the X/Y position to determine if it's a pinch or spread motion.

    I'll be curious if you get a demo of this working!

  • Jayderyu, maybe your adventurous spirit and battle experience shows through, then! :)

    I'm finding the same thing by perusing the forums, reading about problems and how-to stuff; I keep asking "how would I do that?" and end up trying to work it out even if someone else is already helping.

    In this case, I was thinking WebStorage local values would be an easier fix than trying to work around the reset thing.

    Nicely done, sir.