tomsstudio's Forum Posts

  • Ashley

    wow what a great post!

    However i'm still going to work on native, you guys wont have to change anything in Construct 2 for the compiler to work.

    Basically the program grabs all the necessary data it needs from the .xml files and converts to native. You are however right in saying that's going to be hard to make sure what you see in Construct 2 will appear the same in Native.

    Some features in native, like physics and platform behaviors, will need the math to be adjusted to match C2 levels.

    Other things will be a little harder, but i'm confident most features can be brought across.

  • ,

    That would be awesome

    Aphrodite

    That's pretty much how it works

    **This is a blog for the native compiler i have been working on**

    **Update 12th March**

    Added Targets: Windows, Mac, Linux via GLFW

    Added Possible Targets: XNA (xbox360), PSM (PS:Vita) **I say possible because i don't have the hardware to test, but the engine supports both targets**

    Looks like Webgl effects is going to take a while, so going put those on back burner.

    Everything else is coming along nicely.

    Got a very basic version of cloud compiler working, still mostly concentrating on features.

    For myself i'm having a lot of fun making this.

    However, winter is coming (game of thrones), must not get too distracted

    *************************

    **Update 10th March**

    * Animations now supported

    * Tile maps imported successfully

    * Managed to get custom collision polygon detection working

    * Multiple Canvas Working

    ********************

    Alrighty,

    So i have been working on a native compiler for Android and IOS.

    Currently in Early Alpha, but all signs are looking good. I started building this for my own purposes because i wanted a solution for Mobiles.

    I'm not too sure this will be needed if Crosswalk or XDK kicks off, but i intend to keep developing it anyway

    Right now i'm focusing on mimicking the C2 behaviors, then ill start working on getting audio working.

    Do not confuse this with a wrapper, (insert name here)?? converts Construct 2 projects into native code for mobiles

    If you have any questions, feel free to ask

    Hopefully i can provide weekly, maybe daily updates on my progress

    I expect i can produce a working alpha demo within a couple of months (fingers crossed!)

  • I know it's annoying.

    But if you add a system.on.layout.start > play.sound.squish it fixes the issue.

    Hope this helps

  • Right now i'm trying to mimic c2 behaviors so they work as closely as possible when previewing in HTML5.

    But since i'm working on compiling to MOBILE, performance is a must.

    Saying that my priority after behaviors is audio, since that's the most frustrating feature i read on the forums.

    I'm not going to give up on this, having a a'lot of fun coding and working out problems

    And this compiler is purely for C2, so i don't have to worry about supporting other developers like other companies...

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  • I was going to announce this in a few months...

    But i love c2 so much that i thought i would give a heads up to people.

    Currently been working on 2 native compilers for android and ios for the past month.

    Of course they are in very /very early alpha, but so far so good.

    Android a bit easier than ios.

    I was originally going to make a construct 2 clone that compiles to native, but in the end i thought it would be far better to just write a direct compiler (and not step on Scirra's shoes)

    Again i wasn't going to let anyone know for a while until i had something /stable.

    But this is really for the people who are thinking of jumping ship

  • Thanks for the reply, but this isn't what i'm after.

    The user/client needs to able to use his/her own sounds from their computer. So i need someone to write a plugin that allows existing sound objects to be replaced at runtime.

    I have funds ready for payment,

    so if anyone is interested, please reply :)

  • Hello everyone,

    I'm wondering if someone could write a plugin so my program could import an audio file at runtime. (Node Webkit/windows/mac/linux)

    Or Ashley is this a planned feature in the future?

    Please pm with estimated hours/cost.

    Thanks a bunch :)

  • Alpha 1 1/11/2013

    * Completely re-written code around pathfinding function.

    * Fixed bug of builders getting stuck on corners of structures

    * Fixed bug of random ore nodes becoming impossible to mine

    * Added miners to game

    * Miners will seek out nodes to mine, once ore capacity has reached

    they will head back to 'chest' and dump their ore and continue on as normal

    * Regenerate path finding map will now only be called when a solid object has been destroyed, or when something is built 'during' the turn.

    * Player building before turn will not call path finding function

  • Hello!

    :D

    Just checking if the following is possible.

    i know IOS and Android dont like the clay.io payment feature, but if i wanted my game to be truly cross platform could i do this? :

    Bob starts playing game x on this ipad, clay.io plugin prompts him to create account, so he does.

    He notices that he can buy powerup x for $0.99 on the IOS Store.

    He purchases said product thanks to Cocoonjs plugin.

    $ code here

    On Cocoonjs() Payment Successful:

    Set Variable Powerup to 1

    Clay.io Save Variable Powerup to Clay.io Cloud

    End Game

    Bob is now at home, wants to play the same game on his PC.

    Opens up game x via Node Webkit, Clay.io prompts him to login, he does.

    Badaboom clay.io fetches cloud variables and their is his powerup.

    As long as the game doesn't use any of Clay.io payment features inside IOS, could i do this?

    Thanks for your time.

    Tom

  • Links for the lazy.

    https://www.dropbox.com/s/mfp7txigjs8wci9/Screenshot%202013-10-29%2010.40.02.png

    Looks pretty cool :D How far along are you? Are you able to place/remove blocks or is that all done in the editor? Also what do you plan to do with it?

    Yeah you can build blocks and destroy them, builders will sometimes get stuck but should be an easy fix.

    A while back i created a fully destructible terrain system using 3D arrays created from arrays, but ive put that on the backburner, its just too complex, and a resource hog. XD

    You are still able to build and destroy environments, characters and monsters are limited a single plane due to pathfinding limited to a 2D Grid. Also the Campaign map HAS to be limited to a turn based format, once you start getting into the 1000's of blocks creating/destroying the pathfinding 'Regenerate Obstacle Map' function kills frame per second. Though the actual 'find path' is really fast. :)

  • So a quick introduction :)

    My name is Tom Healy, 24 years of age living down under.

    I first discovered game programming when i was around 13. The first ever program i used was Blitz Basic by Mark, a bit of java here and there until i discovered Construct 2 Release 59.

    Ever since then i've been dabbling around with different prototypes and ideas and finally have settled down into Cube Commander(pending possible naming lawsuit) so i might have to change the name.

    But what is Cube Commander you ask? Well in its most basic form its a mash of the Civilization turn based system, Settlers Complexity, and a graphics style of i suppose a Isometric Minecraft?

    What have i done so far?

    Well ive worked out a fairly easy z-ordering system, though it requires lots of clicking 'Add Layer' and absolutely kills the debug mode. Your a able to queue build basic 'cubes'. Builders will notice cubes to be built and will use the great 'Find Path' feature to get there in the quickest AND safest way.

    Oh and I've gotten the z-ordering system working different layout angles, so people can see behind buildings or whatnot.

    I'm hoping by Christmas to have a fairly working demo and i can start a kickstarter campaign :)

    Once again thank you Ashley for giving me an opportunity to live my life dream of making games :).

  • Hi Ladies and gentlemen!

    This is going to be my dev log over the next year as i develop the game of my dreams :D.

    I want to thank Ashley and the team at Scirra for making such a great product.

    I can literary write pseudo code down on paper when something pops into my head, and understand what i need to do to put it into Construct 2.

    At or around about the end of the week ill posting little updates of my progress :).

  • oh you did use int, my bad XD

  • My first screenshot of the alpha version of my game, finally got my Iso Engine working :D Just some trees and dirt.

    <img src="http://i44.tinypic.com/2v0h9ib.png" border="0" />