talkinghead's Forum Posts

  • Did it? Never really looked into it all that much, was just the first thing that popped into mind. What would you use instead?

    Cheers

  • Mammoth thats what I was talking about earlier. I'll probably attempt writing a simple wrapper using the awesomium framework (http://awesomium.com/) some time this week.

    Also, filesize is a legit concern...

    Cheers

  • Hey just my 2p here,

    very much agree with edwoodgrant. While there's nothing inherently wrong with HTML5, the commercial market is just not there yet. Partly because of lacking browser support (this will of course change in the future), partly because of lacking distribution models (this will also most probably change in the future).

    That being said, an .exe wrapper isn't really all that difficult to code. I can probably look into that and use something like awesomium if theres enough interest.

    Cheers

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  • Happy new year everyone!

    Thanks for the kind words, it's really encouraging.

    About the difficulty levels, I'm actually deliberately going for something resembling super meat boy, difficulty wise at least. Here's a good article by Ed McMillan as a point of reference supermeatboy.com/13/Why_am_I_so____hard_ (they have pretty cool game design advice over there, so worth a read).

    Of course the important part is to make the game challenging/difficult without it seeming to be the game's fault. Basically, being difficult without being annoying, which needless to say is a hard task.

    My idea here is to make each level rewarding to the player. Each level will have unlockable items, the game will also feature some RPG elements (the player will be able to spend some of the stars that were previously collected on some abilities and so on at the end of each level) and a couple of other things.

    Level design is also something very important. Meat boy for example feature very short and kinda "to-the-point" levels. I might try to emulate this somehow.

    GenkiGenga

    Thanks a lot for the very thoughtful reply! Thanks for pointing out the double jump thing, I'll fix this by allowing wall jumps in later versions. I've also thought a lot about the "darkness" that surrounds the player. I've actually tried changing the background to something a little less bright, however I didn't really like the outcome as the colours seemed a little washed out. I will probably go for a more transparent look to the fog, thanks for the suggestion.

    Cheers guys, btw I'm almost ready with my little multiplayer demo, I'll be posting something in the coming days.

  • rexrainbow

    I've just ran into the same issue actually, never realizing there was a problem with it (I ditched the minifier, since I was testing locally and exporting without it is a lot faster).

    Wouldn't an external include work?

    Cheers

  • Hey there everyone!

    I'm new around these parts but have been using C2 for a bit now, just never had the time to register on the forum and join this amazing community.

    Take a look at my work in progress over here:

    dl.dropbox.com/u/47405210/Platformer/index.html

    I know its still fairly unpolished (and there might be a couple of bugs left) but yeah, I hope it's enjoyable. There are 4 levels to beat right now, control are explained ingame!

    I'm using a couple of custom coded plugins for some visual mechanics here. Also working on a multiplayer implementation using a socket.io plugin that I've just coded now (I'll pub it on github whenever it is ready, plugin + server code). Needless to say, C2 is amazing! Just wish I had some more time to work on the game haha.

    Feedback is welcome!

    Cheers

  • Hey there everybody!

    I've been lurking around (and using C2) for quite some time and have eventually come around to registering an account and joining this great community.

    I'm a C/C++, Java coder by profession and well I'm trying to make the odd little game on the side (when time allows that is). What attracted me to C2 was its modular design. Ashley and the team have done a stellar job on this!

    Right now I'm working on a little physics platformer as well as working on a couple of construct plugins (I've just finished writing my own implementation of the sockets plugin that has been posted here earlier and am now working on a server setup to allow multiplayer gaming, a demo will be following shortly).

    Very happy to have discovered this amazing piece of software, with the SDK and its molecularity the sky is truly the limit.

    Cheers

  • Hey mate,

    "i need to know if i can set up a server that launch but dont appear as a program"

    What do you mean by that? Servers are just that, servers. Meaning a machine (a local or a remote one) running a server setup that then serves the client...

    Any regular server could be compatible with C2. It just depends on your choice of client-server communication. I believe there are a couple of socket plugins posted in the plugin section, so maybe take a look at that.

    For server side programming I'd recommend coding something in JS as you could potentially interchange code with the client. Have a look at node.js + socket.io.

    I've just coded my own socket.io plugin and am currently working on a client/server multiplayer implementation. I'm coding a simple server in JS, the demo should be ready any time soon.

    I'll keep you updated.

    Meanwhile, take a look at the following:

    stackoverflow.com/questions/6244230/multiplayer-html5-node-js-socket-io

    Also, gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking

    a must read if you are interested in multiplayer mechanics. Hope this helps.

    Cheers