sqiddster's Forum Posts

  • ome6a1717 have you tried the FAQ? There's a lot of good help there.

  • Yep! Coming up with an idea is the easy part. Unlike many activities, the creation process is easier (and funner) early on, and gets hard as you approach the end of your development.

  • Wow, evilDan, that's some nice (and creepy) stuff!

  • I'm sorry I can't help you, I don't know anything about this sort of thing!

    However, I'm fairly sure the answer is "It might be possible, but you are better off coding it from scratch".

    Keep in mind that an mmorpg is insanely complex and quite out of the scope of C2.

  • Ashley your statement seems a bit contradictory - these features would naturally be specific to Node-webkit export, wouldn't they?

  • Thanks for the quick reply!

    The reason there are so many events is because I have to do a lot of "if player is angled this way, do this" for all 8 angles for each action. It adds up rather quickly :)

    Steve

    You are probably programming inefficiently in this case. As a general rule, anywhere code is almost the same repeating many times you are not doing it the best possible way. I suppose you are setting animations? In that case, you should write a formula to convert the player's angle of motion to an animation frame.

  • Arima Wow! I didn't know that you were remaking it! How's it going?

  • C2 is 100% capable of making a big game - I'm making one now with no problems. Just don't expect real-time multiplayer or vector graphics. Other than that, there aren't many limitations.

  • Yeah, for some reason (Some sort of convention or tradition, I believe) C2 flips the standard Cartesian Plane, so if you are used to mathematics it could take a little bit of getting used to.

  • Welcome!

    There are no 'inbuilt' transitions, but it's fairly simple to do this by having a black sprite covering the whole screen with the fade behavior (or adjusting its opacity with events).

  • Hmm, interesting conundrum. It really comes down to personal preference in this case.

  • It came with a hand written card? That's awesome!

  • Make sure the layer has 'force own texture' enabled.

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  • Great stuff, Yann! I will very much like to see your solution to the layer problem. I agree very much that it's very difficult to anticipate all the layers you will need.

  • Good practices (all personal opinions):

    -In my opinion, it's best to use a small amount of object types. For example, there's no need to have a 'tree' and 'rock' object if they have an identical function.

    -Don't use a behavior if you don't use all or most of its features. It will be more efficient to code it out manually.

    -Use 'Every X seconds' sparingly. Timer variables are more easily controlled.

    -Have your layer setup fleshed out before making the first level of a game with many layouts. It's incredibly boring to mirror layer changes across 50+ levels. (@Ashley this seems something the engine could well improve upon.)

    -Put all your code into groups, unless you love scrolling.

    -Resize graphics within C2 to as small a size as possible, otherwise you are wasting RAM.