Fimbul's Recent Forum Activity

  • [...]In your code, check the properties exist as expected, so it is not broken if the user chooses a non-Sprite object.[...]

    I wish the SDK would support a "types of object allowed" parameter, so we would be able to specify that a behavior can only attach to sprite/tiled background/button/etc

    Why dont you support formal extension methods aka the decorator pattern?

    Seconded.

  • I saw the recent changes to the licensing policy, now allowing educators and institutions to use construct 2 without purchasing lots of licenses.

    In my case, I don't have an actual school, I offer my courses and rent the cheapest or most convenient comp lab, then install my tools there.

    In this case, considering the infrastructure isn't mine,would I be able to use the education license? What about my student's personal notebooks/etc.? I can understand that last one not being an option, but I would still like to assign homework or small projects.

  • Having a circular mask would do nothing at all to help. For reference, circular "masks" are the easiest to program because you can just check the distance to another object, and when the distance is smaller than the radius of your circular collision mask, you have collided (it's a bit more complicated than that but you get the gist).

    What I would love to see, Ashley, is a way to get the normal of a surface, or at least the angle between two points in the mask, so I can make perfect collisions - since this is a bit of an obscure request, perhaps you can point me to the SDK so I can implement this myself? Is this even possible?

    Think of a laser beam hitting an irregular (as in, arbitrary shape) mirror - the reflected beam's direction depends on where it hit the mirror. Since the shape is arbitrary and I cannot fetch any data about the collision mask, it cannot be implemented (unless you use weird hacks).

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  • Oh, I would love to hear how you obtain permissions from such prolific companies, notorious for being extremely protective of their respective game licenses.

    After the success of your (strangely licensed by nintendo) mario game (of which there are no mentions anywhere in the internet), a mere week after release and with no playtesting (judging by the responses you received in that thread), you obtained the license to develop this game, which you release mere days after announcing!

    Surely that's why they picked your company to develop those titles... I mean, such a fast work cycle!

    </sarcasm>

    Seriously, everyone keeps asking you to be careful or you might be hit with a lawsuit, but to each their own I guess...

  • I would prefer being able to set the current position of the movement (in relation to the amplitude), for instance, set it to 0.5 to make it go to the halfway point. This way, if I want to reset, I can just set it to 0. I'd also be able to synchronize it to other systems.

    For instance, say you have a rope dangling from the ceiling. You grab the rope and it starts lowering. As long as there is still rope, some random platform (with the sine movement) moves around. When the rope ends, the platform stops. When you let go of the rope, it retracts, and the platform does it's motion backwards. In reality it's all tied to a single variable, 0 being the rope fully retracted and 1 being the rope fully extended.

  • Sorry, Steam licenses aren't transferable to the standalone version from our site. Your best bet would be to try and get a refund off Steam then purchase directly from our site again.

    This is practically impossible. Steam refunds without hassle the first time, but then "flags" your account making future refunds extremely difficult, even if the product is bad or doesn't work.

    This is not scirra's fault, steam is just bad in that department. Be very careful when purchasing there.

  • It breaks my heart that I don't have time to update this behavior... I have many features planned for this, including:

    • strafing - moving sideways
    • dead reckoning - returns the coordinates of where you'll be X miliseconds from now or where you were X miliseconds ago
    • multiple engines - you can have multiple engines with varying degrees of power in different locations with different angles
    • NPC - a version that can be automated and doesn't rely on key presses
    • Thrust [to/through] coordinate - Make the npc fly to/through a coordinate

    ...all working in partial states in different construct versions. I wish I could say "I'm going to implement them all soon and there will be a big update!" but that's just not true. I'm stuck with humongous projects and if my life continues in it's current path (which I hope it does), I'll be busy for the next 2 years at least!

    I love developing plugins for construct 2, and I even had some stuff relating to stream loading tile-based maps from a remote server, inventory management, and was working on a multi-level variable parser plugin with jquery syntax (example: object.vars("status.attributes.health")), but then the market exploded with requests for consulting and projects, and a construct update broke nearly everything I had. It's probably trivial to fix, but alas there is no time.

    Meanwhile, my huge gigantic ambitious project (that is my inspiration for developing those plugins) is on hiatus due to multiplayer not supporting UDP (yet) and my complete lack of free time.

    In any case, thanks for all the feedback guys! I hope I can squeeze some time eventually to at least fix the bugs! It's nice to see people still derive value from my work!

  • How come most of your posts are "urgent help"? I don't see what's so urgent here.

  • In this special case, if you don't know how to do it already, you aren't suited to do it.

    If you still want to do it, post a paid offer in the "help wanted" section. Since you need a license to use SQL server, and such license is quite expensive, I'm guessing you have a budget for this project. In that case, you're better off paying someone to help you, since a MMORPG is a HUGE undertaking.

  • No one's bashing construct 2 or HTML5.

    Construct 2 is the best game making tool out there, with the best workflow, which is not to say it's perfect.

    HTML5 is really good now, and can deliver some impressive results, though we aren't there yet in terms of portability. There are many limitations to what can be accomplished, even in a beefy desktop running a modern browser.

    Mobile, however, isn't there yet. You can't make anything but simple puzzle games in there - meanwhile, other engines with native exporters perform a lot better. Sure, they aren't as capable and working with them is a convoluted mess, but the end product is often more performant.

    I don't know why people are getting all defensive. I love construct 2 and scirra, but we're not there yet in terms of multiplayer and semi-professional mobile development. Blame it all on HTML5 and phone manufacturers (especially apple - I mean, their stuff costs double the price of an android/htc/blackberry/whatever with HIGHER specs and even with all that money they still can't get their act together? I honestly don't know why people buy their stuff).

    In regards to mobile HTML5, Blackberry is putting a lot more effort into it than everyone else, and I'd recommend developers stick with them - the environment they're creating for us seems far less toxic than apple or microsoft's alternatives. Android is pretty okay, Google is very competent and mobile chrome is great. Firefox mobile shows promise as well, especially if you want to focus corporate, low-end or edu.

    Do notice that Ashley can't do anything about any of this. The strategy of integrating third party exporters worked to some extent (in that we now know which technologies suck and which show some promise), and shows the goodwill Ashley has in supporting us in that area, and how he'll do everything he can to make it better (compare that to other game making tools, which just don't care, and spend years with updates that amount to little more than bug fixes. Konidias will know which one I have in mind specifically). The most recent versions appear to be focusing more on the core product, with new features to help the core engine, and that's a relief for me.

    It says a lot that, even when working in large projects, ALL THE ROADBLOCKS I've encountered so far, NO EXCEPTIONS, have been in regards to HTML5. It was NEVER construct2's fault, and on the few times construct didn't do something I wanted it to do, I fired up my development kit and made a plugin/extension to fix it.

    I'll end up by agreeing with Konidias, though I'll disagree with the title - this is not "the sad truth of construct 2", but "the sorry state of HTML5 right now, especially in mobile".

  • Guys, be aware I'm talking about REAL TIME multiplayer.

    It's perfectly possible to make multiplayer games right now, as long as they aren't REAL TIME (as in, dependent on fast reaction times or twitch skills). MMOs are also perfectly doable.

    Adding multiplayer to the ghost shooter demo, as an example, is not viable. It gets very laggy very fast.

    Let me give you an example (which is not scientific at all): a sustained 2% packet loss over a 50ms connection gigabit ethernet (latency and packetloss simulated) desyncs the game by more than 1 second per 5 minutes.

    In the same conditions, under UDP, there is no loss or desync, the game runs perfectly.

    Game was tested using raw tcp/udp and multimedia fusion 2. Server powered by node.js in both modes as well. I would imagine construct would fare even worse, due to websocket's overhead.

  • I agree with I find it hard to understand how an automatic "save" would benefit large projects, especially in the case of RPGs which have levels powered by a custom engine and loaded externally.

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Fimbul

Member since 12 Aug, 2011

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