Jayjay's Recent Forum Activity

  • > . As for multiple channels, do you mean like ports? or are these channels all recieved by the plugin?

    >

    The channels are handled by the plugin so it is a "virtual channel" over UDP

    Ah cool, that's what I was hoping This sounds great for turn based games!

  • I've seen some splitscreen examples (Try searching "splitscreenawesome.cap" on the forums), but I've not seen it used yet. I was going to put it into my game but I was already too far in development when I thought of the idea/learned how to do it

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  • I think C2 might work in Wine, since it is OpenGL based, but I haven't tried. Next time I toy around with Linux I'll try it and post my findings.

  • Maybe just have a private variable that is equal to their opacity as a workaround, and pick by that.

  • Ok so this is somewhat unrelated to the platforming mentioned in the title, but it's part of the same project, I have an object that performs certain behaviours that are timed with delays when the player has entered LOS, yet, when there are 2 instances of that object on screen, if only one has LOS, it will perform actions such as frame changing and msgbox by itself, yet other actions, such as setting horizontal speed or spawning objects get performed by all the instances...help? Is this some kind of picking error? Or does the delay plugin screw up the way construct performs certain actions?

    Try putting the LOS actions in a for-each-object loop and select the enemy/object-with-LOS as the object. Not sure if this works all the time though, as LOS behaviour has been pretty buggy in my case

  • Just a little status update on Network plugin progress:

    I've implemented some basic functionality currently. Game can exist in one cap with the player choosing to be server or client. Reliable and unreliable fast UDP is supported with auto bandwidth utilization support. Communication can occur over channels so each channel wont interfere with network traffic on the other channels.

    I have basic message passing working (see my "game" release for One Buck Challenge). Once I get back from my trip in a couple weeks I'll start working on adding support for player IDs, position updates, and start testing for bugs. Should hopefully get an early Beta out in another two months or so.

    Awesome. Can't wait =D As for multiple channels, do you mean like ports? or are these channels all recieved by the plugin?

  • There should be a message box that appears when you open the image editor. Don't click ok until after you've saved the graphic. Another way to put the graphics in is to just drag the graphic straight into Construct's editor. It will make a brand new sprite with that image for you.

  • You can give multiple behaviours, and then deactivate or activate them depending on which animation frame they display.

  • That guy is awesome. He also got hired from it apparently =D

    [quote:3s8lvs11] It is funny you? should say that, because my job at Microsoft starts next month.

    Esperantanaso 1 day ago 56

    Now get a job at microsoft and be the new? bill gates

    SamuraiM0 1 day ago 19

  • Looks cool. Fighter and elf remind me of the characters from Trine

  • 1.) No, you would need to have an existing sprite object, but you can load the graphics from a file if you are thinking of putting modable graphics in your game.

    2.)I think there is a plugin to provide resource access on the forums, I've not used it however. The built-in resources only work for the XAudio2 plugin (eg: only sound works from resources by default).

    3.)I am doing something similar to this in my game, I created a bunch of blank animations and just loaded graphics into them at run-time. Increasing the number of graphics that can be loaded can be pretty easy, you just add more blank animations. You can call animations like this "Animation(LoopIndex)" when setting an animation meaning a for loop from 1 to Sprite.AnimationCount or something like that will loop through animations (eg: Animation1, Animation2, Animation3)

    Then you just load some graphics into each animation.

  • As KrushBrother said. However, it looks like the person is going to use GameMaker regardless of what you say. If they care, it'd be worth mentioning the following about Construct Classic:

    -Completely free and open source as well as a plugin SDK

    -Some (basic) 3D support without any complex scripting

    -Runs MUCH faster than any GameMaker game I've ever seen

    -Supports pixel shader effects

    -Some really nice plugins like R0j0hounds Texture Set plugin (allows a render-to-texture style effect)

    -Games can be scripted with Python, but events alone can make a great game (GameMaker is pretty broken without resorting to GML programming)

    -Game graphics can be more than just tile-based

    The list is pretty endless, but for support and (definitely) stability GameMaker wins, simply because it has been going on for so long.

    Edit: I disagree LavaWave, if you are making a full game you just need to know some limits, workarounds, and keep lots of backups. That's pretty much the same with any programming/game making tool. Construct Classic just needs a bit more time for refinement =]

    Playing avi's I agree doesn't work as well as it could, but the 3D model object surpases the 3D Box Object. With R0j0hounds plugin you can even do animations

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Jayjay

Member since 18 Mar, 2008

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