scidave's Recent Forum Activity

  • Is pyc. to .exe including broken?

    It shouldn't be, but I haven't tested with the latest build. If Rojo did it then it should work.

    How can I figure out which pyc. and pyd. files I need if I gonna use other pygame modules? (py2exe and cx_freeze generates too many files)

    This is a tricky one. If your program doesn't use much Python then you may be able to not include any other .pyc and just include the .pyd module that relates... For example, if you use ctypes then you would include _ctypes.pyd. The reason why I listed checking all of the .pyc files is that if you have a complex program it requires lots of dependencies and it is easier to have a slightly larger .exe than to manually fix all of the dependencies (i.e.get an error, check another .pyc, build and then resolve next error). For .pyd one way to solve that is to just remove them one by one until you get an error. That is what I usually do...takes a few minutes but you only have to do it once.

    What Rojo did with the "py" directory is he included what you need to get Pygame working (much better than me I might say). So if you use his approach, you don't need to bother with my library_pygame.zip or pygame_modules.zip. Of course, if you add new Python or Pygame functionality then you should use cxfreeze to match ROjos method. Whatever stuff that cxfeeze says you need you should bundle that into a py.zip file like what Rojo did. You may get a few extra files, but it shouldn't be too many.

    ROjo are you using a different method?

  • Try this first:

    http://www.box.net/shared/kcoxzzt7bz

    Unzip everything in the "library" sub directory under library_pygame.zip into your Construct/Python folder. Then go ahead and re-export your .cap file and click all of the embedded .pyc files.

    Then in your directory where you have exported the .cap file copy everything from the pygame_modules.zip file into the same directory as the .exe.

    If that doesn't solve it then, I'll go ahead and work up an example....but as far as a .cap goes it would be a basic .cap with the library_pygame.zip file.

  • I really liked the smoothness of the graphics. Felt really professional. I wanted more game...would be cool to expand this into locations to travel to and planets/new enemys.

  • You can't ever fully know if someone is passively monitoring network traffic. However, you could modify the chat client/server to support encryption. That way people monitoring would see that something is happening, but they wouldn't know what you are saying.

  • Hopefully there is really nice documentation on writing C++ plugins then. That was one thing that was missing in 0.x. I was able to kinda figure stuff out from simple plugins, but a good API or document would be much better!

  • Try these two references and then let us know if you still have problems...

  • I'm concerned about this as well. One of the big draws to me of Construct 0.x was that you could use Python to add extra functionality without writing a plugin with C++. It would be nice to standardize on one scripting language (Python, Lua, etc) that could be used across all of the different platforms. Maybe not necessarily to make only plugins, but for other functionality as well.

  • I don't know what to do with the python26.dll file. I've read that I have to copy it somewhere in this thread: viewtopic.php?f=3&t=6193

    Bit I don't know where I have to copy it to..

    You should copy it into the same directory that your game .exe is in. What type of error are you getting? What version of Construct are you using?

  • I like this new model. Although I'm still attached to Python and will continue to mess around with 0.x I'd like to see Construct 2 succeed so will look forward to being an early adopter. I think people get too hung up on if the project will still be around 5 years from now. I know we have probably all spent more money on less worthy projects/events.

  • I think Lucid is on to something with just about everything he said... I REALLY like the idea of paying for extra plugins, etc. Great way to keep income coming in and interest in the project.

    Kinda like the old salesman tactic. Once you get somebody to buy, then you offer them just a little more for a few bucks, and then a little more... and before they know it they have paid double what they would have originally spent. Not that you are trying to trick anybody, but it is a logically way to keep revenue coming for those interested in the project as well as get the baseline money for those that want to just buy it once without nags/ads, etc.

    Edit: Second what toralord said...their ideas sound ALOT better than what was orginally proposed.

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  • I think "subscription" is a bad name..has negative sound to it. I think pay $40 (or whatever you decide) for the product + two years of upgrades sounds a whole lot better. At the end of the two years if you choose to use the old product and not buy again then that is on you. You OWN it.

    The HTML5 market is going to get VERY competitive in the next couple of years though..so to be successful I really hope you have plans to do an .exe exporter soon. I will definitely buy it though!!

    Having programmed quite a bit myself I'm appalled as well at anybody who would think that because somebody likes to program they should do it for free. People pay more for a fancy night out on the town than the cost of this software. They either are so young they don't have to take care of themselves or are delusional. People got to it eat.....

    p.s. As far as the development model goes, I can see how having lots of minor upgrades would continue to encourage everybody to "subscribe" vs buy it once (unlike GM where everything is stable and solid before they release). So you do have an advantage there. I think I would be reluctant to pay 150+ for a lifetime license not knowing what would happen 6-7 years down the road though. Although allowing you to put existing money towards a longterm indie license isn't bad.

    Neo1000 You seem to think that it is bad to be successful and make money off of a project. Although, I personally doubt 40K folks are going to jump right on this myself with it in Alpha...if they did I would be happy for Ashley.

  • Just create a global variable called "playerName". On the start screen, have an input box that requests the player type in their name name and you store that string in the global variable. Then in any action that requires the player's name you reference the global.

    I don't have Construct on this computer so can't post a .cap.

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scidave

Member since 4 Jul, 2009

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