Kyatric's Recent Forum Activity

    For a full control over the colors, I guess you'll have to wait for GLshaders.

    But you could very well cheat your way out with a black sprite on a top layer, covering the whole play field, and having an opacity ranging from 0 (full day) to 50 (full night) for example.

    Edit: Rahhh ninja'd ^^

  • It's because of how events work.

    Event 10 (your "Every 8 seconds" count) is a sub event to event 9 (the blank event) which is true every tick.

    You should rather put in event 8 the conditions :

    System: Every 8 seconds

    System: enemies_number =not 0

    and put the actions of event 10 in event 8.

    This way, every 8 seconds C2 would test if "enemies_number" is different than 0, and if it is, it will spawn a new sprite.

    Else, the condition being false, the actions wouldn't be executed.

    Also you don't necessarily need a global variable to keep count of the instances number.

    Considering your object type is a sprite named "Enemy", you could instead of "System: enemies_number =not 0" having a "System: Compare two values" condition, its first field being "Enemy.count" not equal 0.

  • <center>[tube]wt-iVFxgFWk[/tube]</center>

    tl;dw:

    ohn Carmack has a virus (biological) and so goes for a 3 hours and a half speech.

    He apologizes for the way Rage release went on PC. (non adapted drivers support)

    He talks about graphic card drivers issues. (And notifies the open Intel drivers for Linux as improved)

    He talks about supporting multi-platform (Mac, Linux, mobiles) with games.

    He would like Steam to take seriously on streaming games (having the games frames calculated on distant servers and streamed to the player's device).

    His current field of research is Virtual Reality and he talks about it for about 1 hour and depicts the current state of VR applied to games.

    He talks about optics, research hardware (head mounted device, head tracking, 3DTV, ...) and the technicality of rendering/making a VR game.

    He also thinks about neural stimulation as a next big step through Virtual Reality.

    He's not a big fan of webGL and browser technologies/JavaScript and doesn't believe webGL's access to graphic card to be secured/totally sand-boxed.

    It comes from the openGL drivers and the way they are implemented/all the possible access they provide to malicious (or simply badly written) code in his opinion.

    He talks a bit about CPU and GPU architectures and programming for those.

    He talks about windows8 adoption and expresses that it is a "problem" he'd rather not have to deal with, he's happy with windows 7 and not expecting much from w8.

    He talks about audio, considering it a solve problem for "standing position" gaming (desktop, computers, mobiles) but possibly an area to improve on for VR, immersing even more the user into the experience and "cheating" the brain into buying into the virtual world.

    He talks about I/O (input/outputs), and speculates on the future of those for VR and gaming (gloves, touch pads, monitor vs head mounted devices, ...).

    He talks about his work on rockets for his aerospace company.

    He took questions from the audience.

    Doom 4 will possibly be made for 3D view (opposed to 2D view a monitor screen, a TV, etc...) and is mentioned as being the next project after the release of Doom 3 BFG.

    John Carmack presents himself as a technical person/graphics programmer.

    He's been developing game engines for his company ID Software for more than 20 years (he basically made the first scrolling engine on PC at a time when graphic cards weren't designed to support such a feature) and he's known for "inventing" the FPS genre with his company in the 90's with games such as "Wolfenstein 3D" and "Doom".

    Each year at the QuakeCon, he gives a speech where he talks about the technology/games/whatever he is working on and give honest analysis and feedback on his work, his vision of the game industry and his company.

    He's a highly clever person and despite long monologues his talks are always fascinating.

    I tried to sum up the keynote as objective as I could, don't take it as golden words, nothing is better than hearing his thoughts directly from himself.

  • The official language for the forum is english.

    When you post, at least please post a translation (even a google translation) of your post.

    ou can build games in team sports like soccer construct 2 vs 2 or can not be

    Here is the translation for your current question.

    Online multiplayer games can be done with Construct 2 but requires the websocket plugin in C2 and require you to code your own server (in nodeJS for example).

    Here is an example of a multiplayer game some forum member made, you should check it out.

    For multiplayer, locally on the same computer, it is just a matter of getting the correct inputs for each of your players.

    Check the tutorials section and the how do I FAQ.

  • It could be an interesting feature indeed.

  • Here's even a more advanced example that kind of feels like what containers do with several type of object : Second example capx

  • You don't even need the "For each" condition, simply "Compare instance variable" is enough.

    Nothing to see with the containers here.

    This is just basic picking, and you can check the how do I FAQ in the section "Picking / Selecting instances" to see more examples and explanations.

    Here is also a quick example capx for your issue.

  • Example capx

  • Example capx

    Make sure your particles "Type" property is set to "One-Shot".

  • The link you posted is not correct apparently.

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  • If not, what would be the process? Develop a JS plugin to interface the game with the API I guess?

    Indeed, you can use C2 SDK to make that plugin.

    You might also want to check out clay.io which made a plugin and tutorials to integrate/use their service in your C2 app and as a base on perhaps how to make the "Softgames" integration.

  • The manual articles : Best practices and performance tips as well as this blog article about optimisation should be worth reading. (I recommend to actually read the whole manual at least once for anything C2 related)

    To help you though, it would be better if you would post the capx of your project, so we can check the code directly.

    Hard to say anything otherwise.

    Possibly as you say, loops creating objects when it shouldn't, but no code, no way to tell for sure.

    As far as memory leak goes it is unlikely, I've tried your project, and when I shut it down, I got back the same amount of RAM I had before launching it.

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Kyatric

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