newt's Recent Forum Activity

  • All I know is it takes a tick to read from the gpu, and then another to "copy to".

    So I'm guessing(as usual) canvas skips one of these steps.

    Then guessing again its working like a screen capture, given that it can only copy things that exist on screen.

    Something else I wish canvas could do....

  • Hehe, yeah that character does looks sweet. Perspective is spot on.

  • Well that's because its copying from the gpu. You would be doing the same thing when you transfer the images. Unless there's a different way?

  • Well I'm not saying it should be top on the list as far as exporting goes. When you think about it chances are, that since C2 is using OpenGL, games will probably run on Linux anyway.

    So nothing to Wine about there. heh

    The thing that I worry about is that setting up for an export is almost like reinventing the wheel.

    We have two dev's with no pay. Only a pat on the back, and few donations here and there.

    Ash mentioned something about a pay version... perhaps these versions that have export to other platforms should be the ones people pay for.

    Edit:

    Wine, Arima beat me to it.

  • >

    > Linux at the bottom

    > Sounds like all of you want your games to run on the platforms from where you can get money.

    >

    >

    That's exactly what we want. As a serious Indie developer who is looking for the best way to get his games to as many people as possible, to turn as big a profit as possible, and to get his development talent noticed by larger companies, I'm looking for an engine that provides porting to consoles.

    >

    > I'm not saying that Export to Consoles shouldn't be there, but it should be given lower priority than linux and internet platforms, since there are a lot of people out there who are running linux.

    >

    >

    You're arguing that Linux is a higher priority because of the large numbers of people who use Linux? Over the number of people that use consoles? I'm confused.

    Linux is the only other viable platform to run the development tools on... other than Apple.

    That's one of the reasons it should be given higher priority.

    Plus you need to remember the devs are only thinking of having one other non os to export to.

    Bringing in Linux's user base might actually help to get some of the other formats ported.

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  • ldmn

    I think the devs are planning to make at least two ports. Definitely one for PC, and one for Linux.

    As you mentioned Linux is more of a hobbyist's platform, and therefore has a huge amount of tools available for an indie to use for development. Keep in mind I'm talking about the program itself, not just for games. It just so happens though that a port to Linux will probably mean you will be able to produce games that will run on it.

    I suppose the topic of the thread should have said "What platforms do you want Construct2 to run on, and what platforms do you want to be able to export to?"

    Obviously you cant run C2 on consoles, or xbla, and a browser.... that's just scary.

  • Maybe he means all the dev stuff like the sdk, etc. in a big zip file

  • Here's a cap with the family hack. Not sure who made the original Mipey, or Mikey.... I keep getting them confused.

    http://dl.dropbox.com/u/666516/stareater.cap

  • Yeah, that's pretty good, but I'm not sure you can set up what he was wanting to do with the different tiles with that.

    However you could still use the array to change the frames.

    Also that brings up a bit about optimization. Depending on how big the layout is, and if you want the whole thing covered in tiles... you can actually wind up with a lot of tiles.

    Too many tiles can be a big hit on performance, so one thing you could do is use a Canvas, and paste all the tiles that don't have to be used for collision detection into the canvas, and then destroy those sprites.

    You could also just use the Tiled Background object as a base, and use the array to create the tiles you want different,if you want the whole screen filled that is.

  • Basically you need a simple switch here. If you go with a counter an easy way to do it is use even or odd, and two corresponding sub-events.

    To start out your counter should be zero... an even number.

    So before you create your first row/ column you need an event that checks the counter.

    if global variable 'x_counter' %(modulo) 2=0
    -create sprite at array x,y+tilewidth
    -add 1 to tilecount
    
    if global variable 'x_counter' %(modulo) 2>0
    -create sprite at array x,y+tilewidth+ offset
    -add 1 to tilecount
    
    if tilecount > x(the known number of tiles across)
    - set tilecount to 0
    - add 1 to global variable 'x_counter'[/code:30tj4v0k]
    
    Course you'll probably have to add an extra event for the difference in columns, and rows offset.
  • I noticed Davo got the vector object in. Has anybody experimented with it yet?

    If so care to share a little about its use?

  • Sounds like your getting some issues with the files starting in minimized mode.

    There should be a icon with 2 squares at the top right under the main close x, and next to the project close x, or the maximize button as you might know it.

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newt

Member since 12 Nov, 2008

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