Suro's Forum Posts

  • <img src="http://25.media.tumblr.com/98b4b71aaeef8893844576ee3b6e09ed/tumblr_midtlin7791r5n5o0o1_400.gif" border="0" />

    Clowning is where it's at these days!

  • Right now I have this situation:

    I have a family with 3 different types of sprites.

    Each sprite has its own healthbar (not a family variable) which is ticking away slowly every second or so.

    I now want to randomly spread them across several spawnpoints (works as intended).

    The play now has to run from one character to the next, to fill up their healthbar. What happens now however is, that if I heal "Character01", EVERY "Character01" gets healed instead of only that one certain Character01.

    While this makes totally sense, I don't get how I can make it work so I only heal that one certain Character01 and not the others.

  • I'm sorry to use this topic to ask my question, but I really didn't want to open another one for it.

    Does one of those versions (steam or scirra.com) have benefits the other version does not have?

    I'm most definitely going to get a license in the coming days, but I need to make up my mind if it is going to be the steam-version, or the one directly from the creators.

    If there is NO difference at all, is it maybe better to get the license from this website (directly from the source) so I can give my money directly to the creators?

  • Konidias

    I really get where you are coming from (you expect a but here), but isn't that a common thing in game design anyways? THAT being to keep different plattforms, hardware, software, drivers in mind?

    You will ALWAYS have to work around to make sure that every desired plattform will have the exact same experience. Heck you can't even say "iPhone" anymore, because it'll depend on the version how powerful this certain iPhone is.

    In PC development you have to keep in mind that not everybody has an up to date graphics card which may or may not use a certain thing (I'm not very deep into this topic, but I'll just name Physx). As a developer, you WILL have to use certain fallbacks, no matter the plattform. May it be textures, filesize (I remember the DL-titles for the Wii could only be a certain size), shaders, RAM-usage etc.

    With Construct 2 it is the HTML5 thing. And with this limitation you have to work around certain things if you plan on catering to a certain plattform.

  • I like to add one question to acceleration:

    Is there a problem if I put in values like 9999999 as acceleration?

    The reason I do this is because I want to ensure that the sprite has it's full speed, as soon as I press an arrow key.

    Is this a valid solution, or are there better ones?

  • Ah... I haven't thought about it that way.

    Thanks for clearing that up!

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  • Hey there folks!

    I tried Construct 2 (free version) on Steam and I really like how easy it is to bring my ideas to (electronic) paper. Prototyping is a blast, since I'm actually able to "just do" stuff instead of learning how to code it first (Coding and me, we don't get together well).

    That being said, I'm literally THIS close to buy the personal edition. Mainly for the sprites/music/sounds, but also to get rid of the limitations in the effects department (I love the effects. So much.)

    Here is where I was wondering though. I know it comes with sprite sheets and all, but ultimately I'll get custom sprites from people who can do that better then me. People I'll pay to do that better than me.

    While I was testing the HTML5 export, I noticed that every asset, which was used in the game, was collected in it's "image" folder. Usually I wouldn't bother with stuff like that, especially if I use free Sprites (provided with the Programm or one of the OGA people) but with sprites I paid for it is kind of different.

    I know very well that, give enough time, EVERYTHING can be de-compiled/hacked/ripped or whatever. Though I'd like to know if there is a possibility to make sure not everybody who knows about the "image" folder can get my assets.

    Wow, that was a moth full...