Kyatric's Recent Forum Activity

  • testlink - firefox test was very good

    http://dl.dropbox.com/u/36224287/shooter/index.html

    I can confirm.

    The caching issue looks like a problem with Construct 2's own local HTTP server. It's just that Firefox and Chrome seem to be extremely fussy about the way the server talks to them. As you can imagine C2's own server is not designed to be a full blown internet web server - it's just to serve up some local files - so it does not implement all possible internet server features. This seems to confuse Firefox and Chrome a bit and so they download sound files multiple times. The other browsers aren't bothered and cache anyway.

    [...]

    So, the situation doesn't seem to be as bad as I thought! Chrome can even loop sounds as well, but Firefox still doesn't.

    More features can be added but the rest of the HTML5 audio features are still variously supported and unsupported. Still, I could add one or two and see how they work for everyone.

    A good news overall.

    By features, you mean pan and volume or are you thinking about more ?

    For common sound effects I can add a "preload sound" action to download it immediately on startup, so there's no latency on first play. Apart from that, streaming is probably a good idea for the rest.

    Sound good?

    Sounds really good.

  • I don't know about the technical side (it will take more ram, more cpu, or not, bla bla) but I see 2 other points there.

    First grouping or separating will depend on your engine (like having an ini file in each folder containing the images of the group or something like that or rather a single data.ini in the root folder).

    It is somehow a matter of taste.

    The other point I see is that through .ini files, ppl will be able to modify the values of the fighters and groups in the notepad. Once again, depending on your engine it might be an issue.

    If you want to prevent people from accessing those datas, you may create a simple editor, place all your datas in a hashtable and export it. Than in your game, load the hashtable and there are your datas.

    You could still edit those through your editor, but simple notepad edit would be discarded.

    For the technical side, I'll let you wait for other peoples answers.

  • If I were you, I'd rather make a function that would check the inventory to see if the param object is present. (said function would be called from the collision detection between char & door)

    The function would return either 1 if the object is present or 0 if it is not.

    I'd test that return in a subevent. If it is equal 1 then I'd remove the object from the inventory array (thanks to a dedicated simple function that would remove param object from the array) and open the door. If it is not, play a sound, or insult the player and do whatever. ^^

    "You need a KEY dumbass !"

  • How are you supposed to calculate the distance between red and green if you don't know green.y ? ^^

    It seems to me the formula is inadequate for the purpose, isn't it ?

  • Tulamide, I thinks he wants to know how to get the Y coordinate for any point on the line between green and red.

  • I even started with VB3 ^^

    But yeah, VB6 was so much fun in its time, and was a good base, developper-wise, to handle other languages after (C had, to me, a lot of similarities with VB when I started to learn it).

    Tbh, the last time I launched VB6 (a few years ago now), I was quite lost in it though. It took me quite some time to realise a simple app that I know I could have done a lot faster during the time I was used to VB ^^

  • After reading the tutorial you linked, my first suggestion would be to raise the size of your ennemies to 10X10 px and use the rts behavior. This will be the quickest, less painful way of doing things. ^^

    Else, if you really want to handle A* as construct's events...

    For starter, be sure that the hotspot is in plain center of your sprites.

    Your depart will be your ennemy sprite, the target is your player sprite.

    So ennemy.X and ennemy.Y are your first node.

    Save its position to an array that will act as your open list (prepare also an array that will be your closed list and another array in which you may save F,G and H)

    To find adjacent nodes you add/substract 5 to your actual node's X and Y to find the center point of your next node.

    From there, follow the steps of the other tutorial.

    You'll have to set and test F, G and H's values (as described in the tut).

    To adapat the manhattan method you'll have to determine its position in relation with the current node (is it on its right? on its left ? up ? down ?...) and apply the correct calculation.

    Using the example in the tutorial target node is right ahead from depart node.

    So the calculation would be: H = ((Target.X - Ennemy.X) / 5) * 10

    (The distance between the X is "reduced" to the number of nodes between Target and ennemy(/5) and then the cost is added (*10). 5 here is your node width.)

    The calcul would be different for each direction.

    Lets pretend the target is one case above than in the tutorial.

    Calcul would be : (((Target.X - Ennemy.X) / 5) * 10) + (((Ennemy.Y - Target.Y)/5)*10)

    Then make sure that 5 pixels around your next node's center there is no object making it "unwalkable". Save its status to the correct array (open or closed list).

    Depending on your level of confidence and ability with Construct this might be hard to realize.

    If it too much, by all means, stick to RTS behavior. This will be the simplest and most effective way to do.

    This answer is by no mean comprehensive but it should helps you get started if you really want to handle codewise.

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  • Well ofc. The "take a screenshot" stuff was a bug which have been corrected and dealt with since.

    But as said in one of the articles I quoted, Graphic Cards drivers never had to deal with the possibility that an "external" source might have access to the ressources of the graphical card. So their might be potentially other bugs/exploits which haven't been discovered yet. (and this doesn't apply only to WebGL anyway, but also to silverlight, even if Microsoft won't point it out)

    I never meant to diss on WebGL, and ofc, Microsoft standing point is once again a commercial statement in the "Browsers battle". (even if it is, somehow, a lost battle anyway imo.)

    Unlike audio, I think 3D might be an argument, though, to attract more users to a peculiar browser.

    The "bad point" for Microsoft is that they can't win any monopoly over browser (seeing that FF and chrome are also available on windows OS and widely used).

    The users have the choice happily, the dullness falls back again on the devs that will work to make their app compatible with all available browsers.

    As a sidenote : Welcome back Ash, hope you had some nice rest.

  • Hehehe this feature would remind me so much of Visual Basic ^^

  • If you're looking for tutorials, you might check the tutorial section of this forum and look for C2's tutorial.

    In the whole, C2 and CC are quite similar, so what you learn for one does the trick for the other.

    There will be some little differences and subtilties, but you can safely go for the beginners' guide to Construct 2 and learn from what's there.

  • Phobos, the RTS behavior is A* Algorithm.

    Do you really want to reinvent the wheel ?

  • There is Newt's CodeStruct but I don't know if it contains code for the achievement.

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Kyatric

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