executioner's Recent Forum Activity

  • In response to your post, deadeye..

    Any software which is to be placed in the XBLIG marketplace must first pass a peer review, whereby its content must be seen to be of a certain standard with regard to bugs and other issues as well as a point based rating of content for violence, sexual themes and such. Until it's rated as stable and suitable by enough users, it passes on to the marketplace.

    As far as malicious code and the like, I guess it's down to whomever makes an exporter to determine what actually gets exported. As well as this, there are quite a lot of limitations from what I understand as to what can be achieved through XNA on the XBox, so I'd gather that the risks would be minimal. There would have to be special considerations also for XNA specific functions such as the trial restrictions, voice chat and on-screen keyboard.

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  • Excellent, I'm glad to see how far you're taking that modular approach.

    An XNA exporter would have massive potential to not only develop a lot of interest but hopefully give a lot more designers a chance to develop and publish via the XBLIG channel. Fingers crossed somebody gets to work on it! Although to be honest, the more export options available the better. For those of us not particularly versed in the science of programming there is still hope for effectively prototyping our ideas and now even developing those ideas into full software.

    Anyway, great work and best of luck with the continuation of the project!

  • I'm rather impressed with C2 so far and can see it should have massive potential when more of the old features are implemented.

    I'm just going to dive straight in with a question though - with the move away from DX, how feasible is it that someone may be able to develop and XNA exporter? Is it a complete impossibility?

  • Hello all, I'm relatively new to Construct but used to use TGF2 extensively.

    So far I'm loving Construct and finding it to be a brilliant tool for prototyping some of the ideas I'm working on.

    Anyway, I've looked for help and experimented a fair bit but I can't seem to work out the most effective means of doing what I want.

    I have a platform style game where the main character can walk, run and jump. However, I want the character to jump a specific distance while moving and do not want it to be affected by the speed of the movement. When the player is not moving and presses jump I want the character to jump a fixed distance straight upward. I'm intending on using a variable to specify the 'state' of the character for controlling which action will be carried out when the player presses the jump button.

    My question is, what is the best way to handle the jumping? Is there a behaviour type that I can switch to upon pressing the jump button that will do what I want? It's very important that the jump distance remains a fixed distance in pixels so that levels can be built around it.

    Thanks!

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executioner

Member since 7 Sep, 2010

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