tulamide's Recent Forum Activity

  • The event has started.

    Help Blossom as much as you can to explore new places! And here's how: You probably are used to the have a game idea, lay it out, do a prototype, work on an alpha, maybe a few beta versions - and then you get some musician to compose music that suits your game.

    In this event you are challenged exactly the other way round. Do a game that suits the song! And not only games, but everything that you think will suit the song.

    Below Blossom showed up. Download her, listen to her, listen to her as much as you like to. But at some point, do whatever she's inspiring you to: A picture, a short story, a prototype, an app, a game. Whatever it is, just do it.

    I will soon create a second thread. That thread is meant to post your creations to. Please don't comment there or do anything else but posting your creations (with descriptions as you like). Comments, critics, etc., all belong here in this thread instead.

    After 7 days I will ask the moderators to close that second thread and then the com will be able to vote here for their favorites. In the end all who participated will be winners, but the one with the most votes will also win the exclusive right to use the song 'A blossom tale' in any way he/she sees fit (incl. deleting it, making fun of it, making money of it, cover it, etc.).

    Also, I try hard (but wasn't very satisfied to the day) to create a special 'I helped Blossom' badge, that you can put in your signature full of proud <img src="smileys/smiley4.gif" border="0" align="middle">

    Summary

    • Create whatever the song inspires you to
    • Post it in this thread
    • Comments, critics and all belong here in the event thread
    • The event lasts one week
    • The winner will be voted by the com
    • All participants will earn a badge created by the most untalented graphic designer (= me) <img src="smileys/smiley36.gif" border="0" align="middle">
    • The winner will get exclusive rights to the song 'A blossom tale'

    I hope you are as excited as Blossom is. Don't do her any harm if possible. And please share this, so that a lot of people participate!

    And here's Blossom (dropbox link): a_blossom_tale.ogg

    EDIT: The exclusive right of use is in the hand of the winner.

    p.s. I thought I should make that clear again: The badge is a graphic that you can use however you like. It is not a Scirra badge, nor is it in any way related to Scirra!

  • My pleasure! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Can you successfully make an color ink drawing with a piece of charcoal? Well no...Why should anyone?...

    Can you make HTML5 render a realtime 3D scene like exactly like Battlefield 3? Well no...I read all posts here a thousand times, but hell no, I just can't find where anyone claimed HTML5 to do so...

    Can you make cool fun games with HTML5, yes.No. You can make a cool fun game with HTML5 on your system. If it's still fun for the customers depends on how your cool game is interpreted by browsers and operating systems. Playing your fun cool game on WinXP with Firefox turns it into a laggy 10 fps / sound stuttering torture. I doubt that poor customer will share your opinion of a cool fun game...

    Can you make Charcoal drawings with Construct 2, No...Makes no sense at all. Construct 2 was never the topic...

    Comparing HTML 5 with anything else is like comparing apples to oranges.Comparing the consitent behavior of HTML5 over different browsers/os with other competitors is the most important part, when someone really wants it to be competitive on the game market...

    HTML5 does not act like Flash or Unity, because it is not Flash or Unity.No one wants it to act like something else. It should just be an implicitness that it shares the same consistency, if wanting to be a competitor in the game market...

    HTML5 is an art medium, and can be compared to other art mediums like Charcoal, IDTech4, Flash , Nude Kangaroo photography composition and Unity quite well.Contradicts your last paragraph, and is not even true. HTML5 an art medium? Better read wikipedia. HTML5 is a markup language. No more, no less...

    If one is trying to do something that is in the scope of HTML 5 and they are failing, then they may need to work on their approach rather than blaming the art medium. (or the Kangaroo)o, you mean that playing a looped sample that only gets heard looped if used with one specific browser, while another just ignores the looping order, it is my fault that the second one doesn't support the HTML5 standard, and I therefore have to work on my approach?

    That's a funny post!

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  • thehen beat me to it.

    But for completeness, I found a JAVA implementation based on the original FORTRAN code from the US National Geodetic Survey, to measure distances in meter based on 2 geolocations (2x longitude/latitude)

    Bearing.java

  • Here's one possible way, which is assuming you already layed out the hex tiles and just need to switch to an appropriate animation frame.

    random_hex_grid.capx

  • drzanuff

    Thank you very much! And you will, promised. <img src="smileys/smiley1.gif" border="0" align="middle" />

    "Are you prepared? Suitcase packed?"

    While hearing unusual sounds from my speakers, I thought I might better ask. The sounds stopped right after and Blossom answered.

    "Um, yes."

    "Tomorrow is the great day. Your journey begins. So make sure you have everything ready you need."

    "I did. Everything's packed and I'm ready to go. I'm a bit frightened. I mean, I don't know the people that will take me with them, you know?"

    "Of course you are. But there's no need to. The Scirra com will take care of you. They are all nice and warm-hearted. Artisitc people don't harm anyone. They love life way to much to be destructive."

    Blossom remained silent, but after a short time those unusual sounds reappeared.

    "Blossom, what are you doing there?"

    "Errm, nothing special."

    "But I hear those strange sounds."

    "Well, you know, um..."

    "Yes?"

    "It's just, that I'll leave home."

    "Just like you wished."

    "Yes, sure, and I'm excited and all. But, I don't want to forget where I came from."

    "Oh, Blossom."

    I couldn't hold my tears back. But Blossom played a few notes from her piano part and that soothed me. Wiping the tears away I asked:

    "But why those unusual sounds earlier?"

    "To not forget my birthplace. I'm sorry, but I'm sure I didn't harm anything. It's just a few bits."

    "I still don't understand?"

    "I scraped a few bits from the hard drive to take them with me."

  • How come that people bring CC into play? I thought the headline made the context clear: "Status quo of HTML5 gaming". The current state of HTML5 gaming. As far as I know CC has nothing to do with HTML5.

    Is it the first paragraph of the original post? It is just an optional introduction to tell you a bit more about me, to let you know my relation to the Scirra products. That's all.

    I've not run into this problem myself, and I'd be interested in seeing an example. I bet 50p I can fix it :DWell, you'd see it if you'd have the affected system. For example, Firefox doesn't support web audio on WinXP (as well as WebGL) and their workaround seems to be just triggering a play command with all issues (loading the sound to RAM first, etc.). But that's a guess. The gap however isn't. And I don't doubt you'll find a workaround. I might even find one myself. But that's not the point. <img src="smileys/smiley17.gif" border="0" align="middle">

    It doubles the filesize, but only the relevent audio is downloaded by the user. When packaging as native you can just remove the unnecessary audio files.And this is one fine example of what I meant when saying that C2 is making the situation a lot better. It takes care of any conversion for you and handles the files while developing. It's the merit of C2, but doesn't change the status of HTML5 gaming. C2 shouldn't be forced to hold 2 compressed audio formats ready, when 1 is more than sufficient.

    IE does now support WebGL and I've not had issue with Firefox myself (FirefoxOS on the other hand...).There's only preliminary WebGL support in the IE 11 preview. And IE 11 doesn't support Vista or XP. The same goes for Firefox: It only supports WebGL on recent OS.

    1. Apparently HTML5/JS can't create the same gaming experience. I will contest this. Language is not relevant to gaming experience. Developers and what they can manage with the tools they have hand matter. I assure a good team can provide some fantastic gaming experience with HTML5/JS. Keep in mind that Unity was in the same situation in the very early days. No one used Unity for "serious" games until a few major releases came and developers really picked up the steam.I didn't say that a good team wouldn't be able to provide some fantastic gaming experience with HTML5/JS. I stated that this wouldn't be the same for all gamers. Unity, on the other hand, is a fine example for an encapsulated solution. It doesn't matter if the gamer uses XP or Win8, Chrome or Firefox, etc. The developers don't need to waste time finding workarounds for implicitness.

    2. HTML5/JS are not browsers. They are languages. The complaint is the run time environments(RTE) of the language. This is valid. however if you abandon the idea of supporting different RTEs and instead focus on a single RTE(NodeWebkit, CocoonJS...) you will make life easier. If you MUST abide by the limitations of supporting many RTEs.'HTML5 gaming' implies you're developing for HTML5, not for some browser. It shouldn't be the responsibility of the developer to handle all the browsers' just partly support of HTML5. It's the responsibility of those companies to keep uniform standards.

    If you buy an audio CD you will be able to play it on each and every CD player, no matter the facturer. You won't happen to see some machine saying "Oh, I don't fully support it, so I'll only play in 8kHz/mono."

    Keep in mind that there were game programmers working with with only 256kb disc storage, 640kb ram, 16 colours(and i'm being generous). If people can make robust RPG's that founded companies like Sqaure, Enix... so on. Then I'm pretty sure that everybody here can overcome the hurdles of browser RTE with 2gb+ram, 256mb+gpu, 2terabyte hard drives, digital distribution.I very well know those 640kB games. I started programming my first game on a Commodore Pet 2001, even more limitations. And I totally agree that we can overcome hurdles. My point is, that there shouldn't be hurdles. Those are just the results from only 4 companies each trying to dictate the other.

    Basically, what I experienced was the hope of a standard that doesn't exist yet. If you develop for flash, your game will run the same wherever flash is supported. If you develop it for Unity, it will run the same wherever Unity is supported. If you develop for Unreal Engine 3 (yes, it is web enabled), it will run the same wherever Unreal Engine is supported. But if you develop for HTML5 ...?

    One of the best known claims is "All you need is a browser." Far from that.

  • I really don't want to be provocative, but some might get that impression when reading this. Please bear in mind that I'm a kind guy <img src="smileys/smiley1.gif" border="0" align="middle" />

    So, I was a fanatic for Construct Classic. When CC was said to be retired, I withdrawed from the CC forums. C2 was lacking too many features I was used to. Instead I concentrated on my music.

    Starting with r139 I gave it another try. After a few weeks of playing around, testing this and that, my impression is:

    HTML5 has still a long way to go before consistent gaming is feasible.

    It's not Scirra's or Ashley's fault, on the contrary, without C2 it would be much more worse.

    The main aspect in gaming is to provide the same gaming experience to every gamer. It's this consistency that I miss in HTML5/Javascript gaming.

    Just a simple example: You use a short loop sample and play it looped using the audio plugin. The gamer who's using Chrome will hear what you intended. The gamer using Firefox will hear a large gap between consecutive plays of the loop. Why? Because Chrome fully supports Web Audio, while Firefox doesn't.

    Another one: For every audio used in your game, you need 3 files. The original, a ogg and a aac version. Why? Because IE and Safari forces AAC and Firefox ogg. Chrome, thank god, doesn't care and just supports all.

    But this doubles the amount of data needed for your game.

    And a third one: Chrome supports WebGL, Firefox partly (at least not on my system), and IE will never ever support it, as long as DirectX exists.

    There are many more issues, and I'm sure most of you already stumbled upon them. That's where encapsulated solutions like flash have an advantage. It's unimportant on which browser or system the game runs, it's always using the same features/technologies.

    And to be honest: As long as HTML5 gaming is subject to a stupid trial of strength between just 4 companies (Microsoft, Apple, Google, Mozilla), that hinder the progress of HTML5 gaming for all people around the world, I just can't hop on the train. Too many obstacles that just aren't needed.

    If all developers of HTML5 games would act as one big voice, well, that could possibly be power enough to enforce uniform standards, like ogg support, WebGL support, etc.

    But I'm afraid it will keep being a 4 companies' struggle.

  • If the project doesn't work after export, that sounds like a separate issue, I think you should post a separate report for that along with any javascript errors that occur in the console, and test with and without minification.

  • I'm trying to figure out how add to a Final Score variable so the duration is always the same regardless of the score.

    ie. You beat the level and your score is 12,000, in 2 seconds your Final Score meter will go from 0 to 12,000 increasing by x.

    Currently I'm just using "add 100" to Final Score every tick if Final Score variable =/ Score variable. and then when the final score is over it sets the text to the score variable. Obviously this isn't timed like I want it at all, and I'm having trouble figuring out where to start...

    Any help would be greatly appreciated!

    Thanks.It's pretty easy.

    Forget about all technical background information and just remember this:

    When using dt ("delta time") on every tick, then everything you multiply with dt will result in the exact portion you need in this tick in order to reach the full result after one second.

    You're aiming for two seconds, so you'd need half the score

    6000 * dt => portion for this tick to reach 6000 after 1 second

    Now just add it to a current score variable on every tick, and current score will be 12000 after two seconds.

    on every tick -> add 6000*dt to current

    current = 12000 -> do final score

    If you want to be absolutely sure you can also use min():

    on every tick -> set current to min(current + 6000 * dt, 12000)

    this will prevent raising the score after reaching 12000

    rule: number * dt = amount needed per tick to raise to number within a second

  • You can use any Xbox One as a dev kit, so the only cost should be developer registration.Quite right. It's thought of, but right now a developer's kit is still needed. But there's good news. From the official "independant developer publishing program" page:

    "As part of our vision for enabling everyone with an Xbox One to be a creator, we absolutely intend to enable people to develop games using their retail kits. Right now, though, you still need a development kit! We provide two kits to everyone in the registered developer program. Additional kits, if needed, can be purchased."

    You get two for free, so this shouldn't be a problem.

  • Link to .capx file (required!):

    Sent by email

    Steps to reproduce:

    1. Run layout

    2. Follow instructions on screen

    Observed result:

    After removing all effect, a new effect is added to a sound. Instead of keeping playing, the sound play stops immediatly. On consecutive removing/adding actions, the sound plays two times (notably delayed to each other) with the effect applied to both copies.

    Expected result:

    The sound plays with or without effect and not two times simultanously.

    Browsers affected:

    Chrome: yes

    Firefox: unable to test (doesn't support web audio on my system)

    Internet Explorer: unable to test (Explorer 9+ doesn't run on my system)

    Operating system & service pack:

    WinXP SP3 32-bit

    Construct 2 version:

    r 139 stable

tulamide's avatar

tulamide

Member since 11 Sep, 2009

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