teahousemoon's Forum Posts

  • Hello!

    So I've been going hard with the C2 editor for going on 2 weeks now, obviously making me quite the noob, but a persistent one none the less.

    I've been working with r95, the latest stable version, and I've been really excited, despite the novelty associated with all the content for me, over the r100.

    I was hoping it would be a stable version, but obviously I understand why it isn't, and am perfectly satisfied by the beta labeling.

    So my question is, and I understand there will be no perfect answer, but how at risk are my projects when being worked on in a beta version of C2?

    I suppose the best respondent would be one who has been updating C2 for quite some time with each new release, as he or she would have assumed this risk in the past and enduring any results thereof.

    I would love to keep everything up to date, but as with my other programs, I generally stick to the stable versions, as I work with a very large number of programs in conjunction with one another, and rely on each to remain reliable.

    But FYI, I don't expect my current projects to be released in their final form for some time, so it's not necessary for me to feel entirely secure with appmobi, directcanvas, or other uploading features. I just don't want to lose progress that I currently establish.

    Sorry, I suppose this has been a bit verbose.

    Thanks for any responses!

  • That's unfortunate, but thank you for investigating it for me [and the community]!

    Pusher

    This appears to be a nice alternative as well, though I'm not sure a direct integration with C2 would be feasible in the short run. So far as I can tell, it'd much more likely be an individual project thing.

    Joyent

    And this also looks like a potential option I feel, just once again, I don't know that direct integration is likely.

    I did come across some information that I found to be very strange/interesting. When I looked over the prices for different sizes of usage via Joyent, I saw how small the server allocation was for each tier (e.g. 1 GB, 2GB, etc). Does this mean that, should I build a server myself, I could host relatively massive online multiplayer games from it, and even sell small allotments of space?

    My guess is that I'm completely underestimating the complexity of that. But it does seem odd that such a high price is set for such a low memory allocation.

    and it was my pleasure to rev the Photonians. <img src="smileys/smiley20.gif" border="0" align="middle">

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  • Still no word back from Gaikai, but I thought I'd share this as well:

    isogenicengine

    It appears to be a potential simplified node.js server integration.

    Since I'm not well versed enough to analyze its potential use with C2, I thought I'd share it here.

    I am working diligently on building my usefulness with regards to this subject matter.

  • Just finished the reading and I'm very excited about all of the progress that's being made here!

    I've been spending a good chunk of my day investigating potential multiplayer implementations in C2, and this appears to be the only one that is really making any progress so far as I can tell.

    Outstanding work, from what I can tell, thus far! I look forward to following the progress made here!

  • I'd be happy to!

    Unfortunately, I am not completely confident in my ability to forge to best language for the question to them.

    Should I simply ask about potential Construct 2 game hosting, or should I ask about an html5 SDK, or server hosting potential via 3rd party (i.e. c2 plugin/integration)?

    Apologies, but if this should be feasible, I'd like for the Gaikai reps to not disregard me because of my lack of clarity.

    But once again, I'd be happy to communicate with them the best I can. Just need a bit of direction as to the specifics.

    Thanks for your quick reply!

  • Just finished reading through the entire discussion. I too am hoping for a dynamic multiplayer implementation through construct 2, and it is essential for the project I've put together.

    So while photon cloud appears to be far off, I am curious whether or not a Gaikai plug-in could be made possible. They are a relatively new company that may very well take a liking to the C2 community and development potential.

    Gaikai

    In their FAQ, it reads:

    "Where do I download Gaikai from?

    That's the best part: you don't. There's no special Gaikai program to download then install. Playing a game on Gaikai is as easy as watching a video on YouTube. How? We chose to support web technologies, like Flash, Java, Silverlight, HTML5, etc."

    and..

    "Does Gaikai support expansions? Mods? Controllers?

    Yes, yes, and yes. Many of our demos currently offer gamepad support. It's easy for us to offer games with all expansion packs pre-installed. There's no need for the players to install anything themselves.

    We offer full support of PC controllers (joypads, joysticks, steering wheels, guitars etc.) If you are a controller manufacturer and want to be Gaikai certified, please feel free to email us for more information using our Contact Page."

    Apologies if this suggestion is completely unfeasible for reasons outside of my knowledge.

    Regardless, if there is any help that I can offer regarding C2 multiplayer functionality, I would be glad to do what I can.

  • Hello!

    edit:

    I wrote too much below, so I wanted to give you the opportunity to see precisely the issue without requiring additional reading.

    When dragging and dropping more than one PNG into Construct 2 simultaneously, the PNG graphics, while appearing to be only one of the dropped graphics, will infact contain all dropped graphics in a single entity. This is the case in Windows 7 SP1 with updated HD Radeon graphics driver via Catalyst Control Center.

    The resulting entity(noted above), when made to appear via actions ingame, changes from one dropped PNG image to another.

    See included PNGs to observe resulting PNG from simultaneous drag-drop.

    Public Dropbox PNGs

    And now, my initial message.

    -----------------------------

    I finished my first tutorial with your program, which I am loving thus far. To sidetrack just a moment, I just wanted to mention that I was distraught by the belief that no tool existed that could allow me to create games for different platforms in a manner not dissimilar to that of starcraft broodwar's map editor, which I enjoyed very much for creating UMS maps. Basically, a user friendly code input UI for games/apps, without requiring actual code. This appears to be it, and I'm very grateful.

    Alright, so onto the bug. Apologies if such a statement does more to waste your time than to commend your work.

    I created the ghost shooter game, and couldn't understand why my bullets would fire correctly, only to morph into an explosion, followed by a monster, followed by a player graphic, all while in flight and killing monsters with explosion graphic registering upon contact of monster.

    So I reread the tutorial, checked my triggers, and did so again. I was perplexed. So I exported my file to public dropbox, intending to send it to you for review.

    Upon opening the images folder (as seen in attached .jpg), I saw that the "bullet" graphic was depicted including the other 3 graphics next to it. I immediately realized, and thereafter confirmed, that this was causing my odd bullet-morphing behavior.

    I also immediately realized and thereafter confirmed that this was caused by me attempting to drag and drop all 4 PNGs onto the Construct 2 editing surface at once. When I did this, I was confused that only the bullet was successfully transferred onto my layer, and proceeded to drag and drop the others one by one.

    The bullet graphic that inadvertently included all 4 graphics appeared only as the bullet within Construct 2, masking the bug.