YellowAfterlife's Forum Posts

  • Taking a look at badges section, and number/times awarded in particular, a thing does catch my attention - the "Evaluator" badge.

    http://www.scirra.com/badges/16/evaluator

    Description seems clear - leave some feedback on a page.

    Okay, not so clear. What is a page?

    An Arcade game page? No.

    Perhaps a Tutorial page? No.

    Maybe a page about Construct 2 release? Still no!

    As such, the mere fact of this badge not being awarded to anyone in past 346 days would seem like a decent indication that something is broken.

    Was the related section of website removed, or would it make sense to not leave badge descriptions so obscure? Obviously, some (like the treasure one) should be obscure, but these early badges should not be a guessing game.

  • While looking through the manual in ?s?e?a?r?c?h? ?f?o?r? ?a?c?h?i?e?v?e?m?e?n?t?s, and occasionally checking my profile for changes of reputation, I've noticed an interesting thing:

    <img src="https://dl.dropboxusercontent.com/u/3594143/yal.cc/14-02/cap/c2inbox.png" border="0" />

    The inbox contains "System.Web.UI.Controls.Literal" instead of message number. How did that happen? That's an interesting question. I am getting this on most manual entries though, for example

    https://www.scirra.com/manual/36/interface
  • As it was mentioned here,

    http://www.scirra.com/forum/support-for-ouya_topic75599_post452064.html#452064

    Construct 2 will have full OUYA support once the CocoonJS is updated for that.

    On their CocoonJS helpdesk it was recently mentioned that "some news regarding Construct users" are to be announced soon,

    http://support.ludei.com/hc/communities/public/questions/200644106-Construct-2-and-Ouya?locale=en-us

    So, perhaps, there'll be something good from it.

    Currently you can already make and test OUYA games, but few things are missing for platform support to be "full".

  • Another "if anyone is finding this" response, but there's now also a separate (easier to use) plugin for this purpose:

    http://www.scirra.com/forum/topic85337_post499113.html#499113

  • Built-in browser on Vita supports Construct 2 games, as some have confirmed. WebGL is apparently not supported so far though.

    Of the actual export option,

    In following topic Ashley stated interest, but I can't find any further information about module being developed or not.

    scirra.com/forum/notion-now-sony-devs-now-for-scirra_topic75767.html

    It does look like a possibility though.

  • You should probably fix the link in first post to point to current version of the game.

    After loosing, you can see effects from enemies in the menu screen.

    Made it to Wave 3 on Easy difficulty.

    That triple-shot power-up actually does the player a dark favour, since that way you tackle a lot of gloops at once, causing a real outbreak once it's out.

    Wouldn't call graphics "bad". It could use a background and better player sprite, but generally consistent. Projectile color change upon picking up boosters was a nice touch too.

    Sounds or music would have helped though.

  • Personally I'm also using Notepad++. Some will prefer Sublime Text 2.

    If you have FlashDevelop installed for one of purposes, it provides similar functionality, providing syntax highlighting and word completion.

    Otherwise, Visual Studio is pretty much a king among the free tools in terms of amount of intellisense it grants.

    WebStorm is also good enough, but costs money (possibly making it less interesting target if you're after making a single plugin for now).

  • Description:

    This is a simplistic plugin implementing GameJolt API. It includes auth, achievement unlocking, and score posting, all with according callbacks.

    Installation:

    As simple as it goes - unzip folder to "Construct 2\exporters\html5\plugins" directory, and restart IDE. Plugin will appear under "Platform specific" category on next launch.

    Usage:

    Include GameJolt plugin into your project by adding an object of it (it is global, so you only need to do this once). Set up your game ID and private key in object properties (this data can be discovered on dashboard). Afterwards, add according events and actions where appropriate.

    Note that while the plugin will automatically authenticate the user, it can take a second or two to do that, so for "first visit" actions you should use "Logged in" event.

    Links:

    Download: http://gamejolt.com/games/construct-2-a ... ion/21761/

    Announcement blog post: http://yal.cc/gamejolt-api-for-construct-2/

    Update 1 blog post: http://yal.cc/gamejolt-api-plugin-for-c ... ate-aug14/

    Demo: http://gamejolt.com/games/other/constru ... emo/22058/

    Demo source (.capx): http://gamejolt.com/games/construct-2-a ... /?os=other

    GameJolt topic: http://gamejolt.com/community/forums/to ... -api/2867/

    Twitter: https://twitter.com/YellowAfterlife

    Support me: http://patreon.com/YellowAfterlife

    If there are any questions, feel free to ask.

  • Hey guys,

    I'm also very exited about the new multiplayer feature, but I'm asking myself how mighty it really is. Can you make massive online games with 10+ of players? Can it handle big Maps and a lot of actions like in RTS games? Will it ever really work on mobile without wifi, like in 3G or even edge?

    I'm not that great in programming, so I may never program an MMORPG :-D I'm just curious.:)

    WebRTC is a promising API, but support currently varies ~ caniuse.com/#feat=rtcpeerconnection

    (still can't add links -_-)

    Out of mobile browsers, it might work on mobile Chrome, but that's it for now.

    Regarding networks, it depends not so much on speed (for a simple game you might need only to transfer several kilobytes of data per second), but rather on latency - neither 3G or edge are known for particular stability.

    Generally multiplayer over WebRTC sounds very promising, but I'm interested to hear how sync issues are going to be approached, or if they're going to be left on developer' fault.

  • I am getting a similar "session expired" pop-up error, with exception of it not logging me out (after checking "Remember me" on login form).

    Sometimes it is changed by a full-page error about not being authorized to perform the action:Error

    Only members with sufficient permission can access this page.

    A security error has occurred with authentication.

    Please ensure that all cookies are enabled on your web browser, you are not using a saved or cached copy of the page, and your Firewall/Proxy settings are not hiding or masking your IP address.oth are resolved by refreshing the page.

    It is slightly embarrassing to have to copy-paste your message before submitting though.

    While registering, I have also noticed that login-related pages are taking a while (up to 15 seconds here) to respond. Perhaps something is currently broken on server side?

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  • Hello, name's Vadim and I came here with hopes to post my topic about GameJolt API plugin I've made recently. Hopefully I'll be able to do that soon enough without sacrificing or obfuscating my download links.

    I've also been experimenting with Construct Classic back in the day and an older version of Construct 2 (r103, to be precise). Perhaps I'll contribute something.

  • First approach is more common, hence the genre name "Scrolling Shooter" - the player remains static (on one axis), while the stage is sliding past them.

    In older games this also implied that stage elements (enemies, power-ups) were also loaded just as they were to pop into the view, and destroyed as soon as they are left behind the player.

    This also helped to keep memory usage low and logic simpler, since it was known that any coordinate would always be in fixed range slightly larger than screen.

    Second approach is less common for shooters but occurs more often in other genres (e.g. platformers) - if your player is moving through stage, it totally makes sense to just scroll around the camera alongside with them.

    Functionally... nowadays these should not differ much.

    A response from developer would help more, but generally engine is going to render images that overlap the view area one way or other.

    With numeric values being stored in double-precision floating point format nowadays, you are also not going to see any kind of number precision problems unless your coordinates exceed about... 10�6. Which is an extremely unlikely scenario.

    To sum it up, both will work, and in your game you choose, what feels right. Moreover that methods can be swapped quite easily.