terrancd's Forum Posts

  • The second article mentions the space Rogue-like game. Back in the 80's TSR had a space based RPG (think Rogue-like without the computers ; - ) and it never caught on. For some reason, space Rogue-like games never seem to gain big followings, and I've never figured out why.

  • I could see using vector art for graphics that need to look good on large screens as well as small screens, such as maps. They get rendered to the screen with no expectation of movement after rendering.

  • I like vector graphics, they're great for anything that needs re-sizing. However, my experience with them is that they are very slow to draw compared to sprites in games. What kind of use would you have in mind for them?

    (BTW, I think there is a document somewhere on the site where you can add official C3 feature requests. You might want to track that down, and see if this was already suggested.)

  • I'm very excited, so I had to share.

    For those who don't know, ClojureScript is a modern Functional Lisp that compiles down to JavaScript using Google's Closure compiler. I like using it (and it's parent, Clojure) for AI development and controller logic.

    Anyway, ... I figured in theory I could use it in the plugin for Construct 2, but as far as I know it hasn't been done before.

    Success!

    I just integrated some compiled ClojureScript (:optimizations :simple) with my custom Construct 2 plugin. I replaced the ClojureScript plugin's common.js with my compiled ClojureScript and called the ^:exported ClojureScript function from my runtime.js with no problems.

    I'll write up the steps I went through and post a link for anyone that wants to try it, too.

  • The tutorial submissions have been shutdown due to spam/abuse.

  • I love the art.

  • Found this while browsing free game makers and decided to give it a crack since I have no experience in making games! Now off to take a nosy at tutorials!

    Those two introductory tutorials are great. Also, if you snoop around YouTube, you'll find multiple people have made videos of doing the tutorials. Watching the videos if you get stuck helps a lot.

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  • I wish I had spotted this a week ago. I could have used it.

  • Whenever I click write a new tutorial instead of going to scirra.com/tutorials/submit it takes me to scirra.com/tutorials/top !!!

    Thus I can't write a tutorial!

    Tom please help!

    Sadly, I believe they had to disable that because of spam.

  • Perhaps someone with more experience with Construct 2 could chime in and tell me if there is a better way, but here's how I would do what you are describing ...

    I'd create one sprite and call it "Cards", and load one-and-only-one sprite sheet containing the entire deck (including any repeated cards). Then in the the Layout, I'd copy and paste the number of cards I plan on displaying at any given time (ie 5 cards for poker.) However, I'd only have one sprite in my objects, not 52.

    Then I would add an "Array" to the layout and call it "DeckOfCards". The array would have one index for each of the frames in the one sprite's sprite sheet. For example, an array of 52 numbers with values of 0-51. At first the cards would be in order, meaning the index 0 would contain 0 referring to frame 0.

    Next in the event sheet, I'd add a global number that I could call "temp" and then use it to help shuffle or sort the DeckOfCards Array. After sorting, I'd set the frames of the copies of the sprite "Cards" using their IID's or UID's.

    To keep track of dealt cards, I might have a second global number that tracked the index of the current top-of-deck.

    So for all the card manipulation, I'd use numbers referring to frames in the one-and-only-one sprite. Numbers are easy to manipulate and swap in Construct 2, so I think this would cause less headaches. I think that would fit the Construct 2 paradigm well, and be easier to handle than 52 (or whatever the deck size) of unique sprites would be.

    Hope that helps.

  • If you set up a sprite sheet, and then just switch from one frame to another frame, that sounds like what you need. Am I understanding you correctly?

  • Have a look at my blog http://myconstruct2dev.blogspot.co.uk/ which has several in the github, the best explanation of the code is probably in the asteroids post.

    I love your blog. I spent some time playing your asteroids game today. Very nice.

  • Okay. That was good. You could throw in, "My dog/cat won't look at me anymore."

    Did you already see these two tutorials I put together?

    For Dictionary ...

    http://javajdk.net/tutorial/construct-2 ... -tutorial/

    and for LocalStorage ...

    http://javajdk.net/tutorial/localstorag ... nstruct-2/

    I have a zipped capx for the LocalStorage one linked on the tutorial. I will add a zipped capx for the Dictionary one in a few minutes.

  • Steam is so popular, I'd love to see some steam support built into a future version of Construct 2.

  • Hello , I'm Netuno or Michel ( Real Name

    Welcome!