dripple's Recent Forum Activity

  • XpMonster: that looks awesome.

  • I like the idea. It's more object oriented. Stencyl uses this concept as well: you have events (event sheets) for actors (Objects) and for the scenes (= layouts).

  • I am running it on my Mac within Parallels / Windows 8.1 and it works perfectly. Parallels is very tight integrated into Mac OS, so it won't hurt your workflow if you mainly use Mac Apps.

    I've tried Virtual Box also, it's free but not so nice integrated into Mac OS.

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  • GW basic

    The good old times

  • Well, to be honest. The claims from Construct 2, Stencyl or others are not really true when they say "no coding required"

    Whenever you arrange some commands into an order and / or put in conditions to make sure that a computer executes this commands in your desired and foreseen order, it's programming. No matter if you type in the commands or select them from a list. If the tools give you building blocks to archive something with just "one instruction", so it's convenient but still programming.

    If you need more flexibility with the things you want to do, then yo might want to go deeper and learn the instruction set the building blocks you used before to gain the flexibility you're looking for (JavaScript for Construct 2 Games, for example). If you need more flexibility, more speed, whatever, then you have to learn the instruction set this tool is build (C++/C, for example). If this is not fast enough for what you're looking for, you have then to learn the instrcutions C++ is written in: Assembly Language (Okay, nobody really wants to do that. Or plain machine code. But that's how we learned it. But hey, we had only 700 bytes memory!)

    So: yes, you have to master programming. But this is not a technical question. It's more the ability to prepare the right amount of instructions to archive a certain goal with the given toolset.

    Just my 2 cents (writing applications and games since 1982)

  • This one drives me crazy. It must be something stupid simple, but I can't get my head around it.

    I have a function shuffle with three params. Params(1) and Params(2) are the boundaries for a random number. Simple:

    set randomPiece to round( random(shuffle.Param(1), shuffle.Param(2) ) )[/code:2ng7jv49]
    This works. 
    
    The following should work too, but they don't: 
    [code:2ng7jv49]set randomPiece to int( random(shuffle.Param(1), shuffle.Param(2) ) )
    set randomPiece to floor( random(shuffle.Param(1), shuffle.Param(2) ) )
    [/code:2ng7jv49]
    The game simply doesn't start (black screen) and I get sometimes a browser error "Uncaught TypeError: Cannot read property 'current_even ' of undefined" and I event can't close the browser window.
    
    The function has a inner condition and calls itself in case the new random number is the same than the given shuffle.Params(0) param:
    [img="http://www.heikokanzler.de/stuff/foren/c2/shuffle2.png"]
    
    [b]Why is int() and floor() not working for me?[/b]
    
    Edit: if I deactivate the inner condition (event 8) int() and floor() work
  • Thanks, That's what I was aware about. I thought there might been different ways to assign sheets to a layout. But at the end, this looks like I was looking for.

  • 2) You could just set "Generic level" as the event sheet property for a layout. Otherwise you always need to include it. Any sheets which are not included are not run (as per #1)

    Hmm... I don't get it (beginner problem ),

    • Every Layout may have / has it's own associated event sheet
    • Every event sheet can include other event sheets (the "global events" in

      example)

    Is this correct?

    Making Gobal Events the default sheet for a layout wouldn't then simpy prevent the events for this layout (Scene 1, scene 2...) from loading? Is there another way to organize code? (I have the same "problem" to organize the code for the progressive part of my game, the game and it's levels itself and a number of independent in-games)

  • if i spend months of work in a project and dont run well why should i stick with c2 even for prototypes?i will unistall it and wait for c3 but this time with more caution. to tell you the truth my last hope is spark engine..lets see what will happen.

    Well, I am one of the guys who waits for C3. I am a Mac user and Stencyl was a natural choice, but then they dropped HTML5 support during the beta (it was announced as a key technology for version 3) and got stuck with just another tool ( you can read a little bit more about this here)

    When I did my first games on J2ME ("mobile Java") about 15 years ago, I was disappointed about performance and abilities (max. 32 KB for the war-file for the whole game on Nokia devices, on some devices 10 to 15 FPS have been reported as "designed"). It took me a while to get my games to speed and performance that I expected. Then i sat down and said: "Hey, that's the wrong expectation. The will never perform like xyz. Think about it, think about your game design". So I changed my games, the mechanics, adapted them to the smaller devices and was happy with the results

  • So, fingers crossed that webaudio support evolves. I still think that note based music (tracker, midi) is the best way to support sound in games. But hey, I am an old bloke.

  • lol thanks started reading begginner guides

    I liked them. If you're moving from Stencyl, you might miss the scene editor and (self written) Actor- and Screen-Bahviors, so you have to change your way of developing the code. But the expressions for example, are awesome in C2.

  • If you are interesting in the situation in East Asia, you are welcome to have a chat with me.

    I would like, maybe we find some time one day for a conversation.

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dripple

Member since 17 Apr, 2015

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