tanoshimi's Forum Posts

  • Doesn't look like there's any chance of publishing Construct2 games to the XBoxOne though (or, in fact, having any indie games on it):

    • http://kotaku.com/indie-developers-won-t-be-able-to-self-publish-on-xbox-509271999
    • http://www.mcvuk.com/news/read/indie-devs-must-seek-a-publisher-to-release-games-on-xbox-one/0115978
    • http://www.develop-online.net/news/44276/No-self-publishing-for-indies-on-Xbox-One

    Note that these all reference the same source - a Shack News report at shacknews.com/article/79309/xbox-one-wont-allow-indies-to-self-publish-games , however, there has been no action by Microsoft to refute this claim or otherwise clarify the situation, and it is consistent with earlier rumours such as this tweet by Penny Arcade's Ben Kuchera: twitter.com/BenKuchera/status/337061358468231169

  • Why do you need pathfinding? It doesn't look like there are obstacles around which to navigate - you just need to accelerate towards the player location.

  • 1.) Oh right - I was thinking about character dialogues in a narrative game and issues related to dynamic text box sizing, line-wrapping etc. But some of those issues are probably relevant to what you're describing too.

    2.) Your original question asked about gestures on mobile, but then your second comment mentioned mouse coords...? Either way, I recognise swipes/gestures using mousedown/mousereleased events, whereas button presses are detected through mouseclick (or the equivalent touch events), so I don't see how you get unwanted events?

    3.) No - basically everything has got to be contained in the canvas.

  • There's a W3C working draft documenting planned MIDI support, but expect it to take a while before it's available in mainstream browsers:

    w3.org/TR/webmidi

  • I believe that Functions act within their own scope - that is to say, they don't respect any picked objects at the point the function was called.

    So, your function is currently being applied to every asteroid whenever it is called. Is that really what you wanted?

    If you want to apply the function to only a specific asteroid, you can pass in its UID as a parameter to the function.

  • 1.) I don't know about info/settings screens, but I agree that I've found it difficult to create text-heavy games in C2 (but, then again, I have found this hard with most game creators other than those specifically designed for text adventures e.g. Undum)

    2.) Not quite sure what issue you're describing here, but I personally don't have any problems implementing swipe gestures on mobile. What problems were you having?

    3.) I write all my custom code as Javascript plugins/behaviours which means they're automatically available in every project - no need to cut and paste - just import and enable the relevant plugin.

  • vee41 - does C2 minify/obfuscate strings on export?

    "Walking", "Running", "Crawling" may be 100x easier to read, but they're 100x less efficient when doing variable tests (i.e. if state="walking" rather than if state=2)

    In most languages, this is exactly why you'd use enums...

  • Personal opinion: I wouldn't use pathfinding at all in the sort of situations it sounds like you're describing. Pathfinding is a strategic planning activity that should be done infrequently to plan high-level movement. As you've discovered, it's expensive and time-consuming.

    Collision avoidance is a low-level, localised movement activity, which is best solved by a reactive steering behaviour such as described at red3d.com/cwr/steer/Obstacle.html

  • One of the purposes of testing is to make sure your application works correctly across a range of devices. If IE works correctly but Chrome doesn't then you should be concentrating on getting it to work in Chrome, not using IE to pretend the problem is not there...

  • Kurz - nobody is saying that you can't create a game like this one in construct. What we're saying is that you can't import a compiled Android app into construct and edit it...

  • If your logic is deterministic (i.e. a given set of inputs always results in the same output) then it shouldn't matter whether it's played out on the device or on the server.

    But if you're using any element of randomness, or relying on any property that might change between devices (consider, for example, sprites being intialised relative to the client screen height/width - they may then collide on some devices and not on others) and you want to ensure that every player experiences a consistent reality, then I'd suggest you resolve the game logic on the server and then each player downloads and simply "animates" the result.

  • Well, C2 can communicate with servers via AJAX, so you'd use this to get each player to submit their move to the server (as a XML/JSON string, for example). Then, in the application, poll the server on startup, or every x seconds/minutes/days to see if the opponent made their move yet, download their actions and play them on the device.

    For asynchronous games like this, C2 should be able to do everything in a pretty similar way as you were doing in Java.

  • You can't just take a published game and edit it, I'm afraid. Even if it were technically possible (which it's not), there are are legal restrictions in doing so.

    Instead, you need to create your own game from scratch, using whatever bits you like about that game, together with your proposed improvements. To learn how to use Construct2 to create games, read the manual on this site and open up the supplied examples - the description of the game sounds perfectly doable but, as you're new to programming, I suggest you start small - start with the basics of drawing a character to the screen and moving it around etc.

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  • I started late, but I'll be entering my game for the March "Rogue"-themed game (and, no, mine is not a rogue-like...)

  • The approach that describes (nice, clear example, btw!) is called a "behaviour tree", and it's a very common structure used in the A.I. in all sorts of games.

    Here's another slightly more detailed example, which describes the implementation of behaviour trees in the game "Spore": chrishecker.com/My_Liner_Notes_for_Spore/Spore_Behavior_Tree_Docs