Ugotsta's Forum Posts

  • I was also wondering if anyone knows how to make a color always on the bottom- with most spriting and animating there is a color that is always on the bottom- or every other color gets displayed if this color (say white) ever overlaps with other colors so that objects can overlap (like a plane flying over an island). I thought initially that the layers would suffice but since the sprite image is always a square then sprites which aren't squares have a color on the outside- like white.

    That's actually a somewhat older way of doing things. I recall GameMaker used to let you pick a color for transparencies. These days though, it's best to just use transparent PNG files for your images.

    Besides red, green and blue values, PNG files can have an alpha value. That not only designates that a particular pixel can be seen through, but it can be seen through to a particular degree.

    If you take a look at many of the examples that come with C2, you'll see a bunch of such images. You just need an image editor that can export that format, like Photoshop or GIMP.

    Just to add to this discussion too, I think optimization is an art and science itself. I'm by no means adept at it, but have the highest regard for those who know how to optimize code.

  • LaDestitute, hope I'm not misunderstanding you here, but if you have a variable (ex: var1) of an object (ex: Sprite1), you can set the value of that variable to the array index as follows:

    Sprite1.var1 = Playerstats.At(2,0,0)

    Does that help?

  • I think I may be misunderstanding you, but I'm able to create family-based conditions with r87 currently.

    I threw together a very quick test showing that I'm able to create conditions with family objects, as follows:

    family-test-r87.capx

    Is that what you're referring to?

  • birdlantern, this is amazing! While the graphics are relatively simplistic (being monotone), the game is so artistically rich, it's stunning.

    I'm desperately hoping for some advanced audio capabilities in C2 myself. I'd really like to delve into creating a modular app along the lines of Max MSP/Pure Data, something quite simpler but capable of interesting stuff. So I found it interesting you mentioned Max MSP in the article.

    Looking forward to seeing how this one progresses.

  • There are a lot of ways to go about that. One way, you could add a "Purchased" boolean variable to each item in the store (assuming they're done with Sprites).

    Then use a boolean check before user is allowed to purchase the item.

  • I'm not sure about the Android market myself but in general, it's good practice to make constant updates to show you're active as the developer. It's one of the great reasons so many of us use Construct, because it's actively maintained.

    As for the high scores, if you're using the web local storage to store the scores, they will be maintained in the browser for as long as the user doesn't delete them. You'll just need to use the same string to access them.

  • Ah, interesting. I was thinking the same thing the other day. I don't believe it can be done currently. I think it would require some type of "viewport" object as mentioned in this past thread from Construct Classic.

    69.24.73.172/scirra/forum/viewtopic.php

    I have to say though, as much as I've really loved split-screen games in the past, I don't think that'll be in much demand with HTML5 games so long as multiplayer across the internet is possible.

  • Excellent work! I've been working on a concentration/card-matching game as well. Nice to see others doing likewise.

    As the saying goes, great minds do think like me! ;)

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  • Hehe, I was working on responding to this, apparently right as you were Kyatric.

    I was going to mention, there really are good number of ways to go about this one. I'll post my own method here as well, which involves adding row and column variables to the markers, as well as a row and column variable to the cursor. The cursor can then get to each marker via row and column designation.

    My proposed method takes more resources methinks, since the position is checked each tick. But it's just another method. :)

    simple-menu-alt.capx

    Edit: I just realized I used roughly the same method as Kyatric, I just didn't read through his example thoroughly enough before posting.

  • Hi naelian,

    I really like what you've done with this. The audio and graphics seem to meld perfectly. Your background music sounds eerily like one of my own underwater-esque pieces. I do a lot of ambient pieces so I guess that's likely to occur.

    In any case, the game seems fun enough, though the opacity of the pieces makes it a bit difficult to really see where they should go at times. Would it be possible to make the puzzle canvas a bit larger so that pieces could be placed outside that area should the user want the extra space?

    Also, I'm not really seeing any reasoning for the name "Puzzle's Bubbles". The game doesn't seem to have any bubbles so I can't really see that being a good name for it, myself. Just my thoughts.

    Cheers!

    -DavidM

  • I really like the look of this game. I've always been very partial to odd, interesting and perhaps quirky ideas and this one's definitely not your typical shooter.

    I wouldn't really say it's ASCII myself, it's just got all the character of an ASCII game. I like it better than a standard ASCII game, which would typically be limited to tile-based movement.

    Looking forward to seeing more on this one!

  • Joannesalfa, glad to help!

    , just to add a bit to septeven's response, this plugin is using the Javascript time methods, so the time is based on the person's computer.

    A bit of server-based code (like PHP) would be required otherwise, to get the server time.

  • Yarfapet, thanks for the original plugin!

    septeven, thanks for your update!

    Joannesalfa, the plugin gives you the expressions, you can display the numbers however you like. The following demonstrates how to display the time in a 12-hour format.

    Demo

    Download here: digital-clock-example.capx

  • Thanks everyone, for your thoughts!

    Joannesalfa, you can actually change the MaxChars variable in the .capx files. It's a global variable right at the top of the event sheet that limits how many Char objects will be onscreen at any given time. Setting that lower can yield a better FPS on some PCs. I just posted the files in the state they are since they ran perfectly on my PC.

    AJTilley, I really love ASCII games and in fact, have a C2-based ASCII editor I've been working on as well. I'd love to check out your game! :)

    Cheers!

    -DavidM

  • Not sure if someone's already done this one, but I'm sure the variants I'm posting here haven't yet been done. Here's some relatively simple examples of Matrix-esque falling code, all in glorious full-screen!

    Matrix Rain

    The most Matrix-like, using a mish-mash of glyphs I chopped up from various fonts like the Katana font listed below.

    <img src="http://dl.dropbox.com/u/41325628/construct2/matrix-rain/matrix-rain-screenshot.png" border="0">

    Check out the demo here: Matrix Rain

    And download it here: matrix-rain.capx

    Katana Matrix Rain

    Similar to the above, only relying on the Katakana font, and like the rest, uses Text objects rather than sprites.

    Check out the demo here: Katana Matrix Rain

    Download it here: katana-matrix-rain.capx

    Binary Matrix Rain

    Here's an interesting addition, a sort of precursor to a game project I'm currently working on, falling binary strings.

    Check out the demo here: Binary Matrix Rain

    Download it here: binary-matrix-rain.capx

    Comic Sans Matrix Rain

    Last but not least, made especially for all you Comic Sans Criminals out there, we have a Comic Sans variant! Using a colorful flurry of rotated characters, it's sure to be a favorite among graphic designers! ;)

    Check out the demo here: Comic Sans Matrix Rain

    Download it here: comic-sans-matrix-rain.capx

    Cheers!

    -DavidM