Fimbul's Recent Forum Activity

  • I want something that will handle object grouping. For instance, I can have a body, a cannon, threads and a machinegun turret on my tank.

    Then, I want to group all those objects as a single "tank" object, such that collisions to the cannon register collisions to the "tank", if I tell construct to destroy "tank", it should also destroy machinegun and cannon and threads.

    Also, suppose cannon has these variables

    • Turn Rate
    • Hit Chance
    • Critical hit chance

    and threads have these:

    • Maximum Speed
    • Speed on asphalt
    • Speed on land

    and body has these:

    • Armor Treshold
    • Heat resistance
    • Piercing resistance
    • Explosive resistance

    the whole tank can have attributes that none of the parts have, such as:

    • Hit points
    • Shields
    • Multiplayer ID
    • Player Name

    I should have a way to access a tank's specific cannon variables, for instance, such as "when tank is hit, disable his cannon for one second".

    Adding objects of more than one type to such group would also be interesting, so we could pair an array (just an example) for each object instance, so we could keep track of "items" or "powerups" for that tank without needing to serialize them.

    Is that what families do?

  • I presume this is not a paid request. Am I correct?

    Dream big and work even harder and you'll do just fine!

    aby steps, though.

  • I thought about a box slowly expanding from the center and checking if x and y coordinates of other objects are within that box. The downside is if the nearest object is far away. Either way, you have to iterate.

  • I say families, with functions a close second. We need those early on so that it's integrated into the engine better. Function object shouldn't even be an object per se.

    Also, with collision polygons, we'll still be able to keep bounding box collision for performance, right?

  • I'm not just playing devil's advocate here - I'm being completely honest - I think c2 is too cheap. For the non-early adopter versions, licenses should expire (or something similar) every x years.

    Also, the commercial version is a bit wonky - it should get more money per project. I mean, the guy is already making $5000 (not profit, of course, there are also the costs of development like programming, art assets creation, music, etc), $99 is nothing.

  • construct classic and multimedia fusion are both more powerful than anything flash can spit out - compare scirra's and clickteam's team sizes to adobe's.

    Adobe makes some great tools, but flash really isn't one of them. I honestly don't know why flash is so far behind, but my guess is that because they dominate the market, they just sat there idling, just like internet explorer was before firefox showed up - the browser wars are in part responsible for the surge of html5 content: competition stimulates innovation. No competition = no innovation = a product riddled with bugs, with poor performance, and slow feature release cycle.

  • Think also about multi-lingual plugins, they would also require a language file.

    Instead of declaring parameters and actions/conditions/expressions with one string for name/help notice, etc..., you would declare an array of strings refering to the language file.

    If C2 is set to a language, but the string for that language doesn't exist in the plugin's files, switch to default engish.

    Plugins are easier since they're open source, I know it's not an elegant solution, but if people really needed a plugin translated and multi-lingual plugins aren't implemented, they could just edit the source.

  • I'm betting a lot that HTML5 will take off and one day overtake flash. I release all plugins I make for c2 to try to give back to the community and make ashley's work a bit lighter. I really want this to succeed.

    Recently I paused plugin/behavior development because I am planning to teaching some courses on game development using HTML 5, and that means Construct 2 - it's obviously a great opportunity for all involved: my students learn a good tool and get ready for when the market starts demanding professionals that work with HTML 5, Scirra gets some extra purchases from word of mouth and student purchases (we could even arrange some deal to make each student buy a copy), and I make money from teaching.

    C2's ease of use and simple, intuitive interface allows me to teach teenagers, who are eager to get into game dev (and hopefully creating the next big MMO, heh). I started working on some material for the course, such as books, videos and example files and now I'm wondering some things:

    First, would I need an indie license per seat or will the free edition suffice? Or would I need a commercial license, since classes fall within "using Construct 2 in a for-profit organisation"?

    Also, my students are all Brazilians and, being teenagers, I don't expect them to have any proficiency in english (most don't even know basic stuff), so they'll probably struggle a bit with the interface. Is there a translation API in the works? Even if it's very rough and unfinished, or I have to edit strings using a hex editor manually, I'd love to try my hand at translating C2 to portuguese - is that even possible at the current stage?

    Thanks for your attention!

  • Thanks kyatric! That's a very useful behavior, well done!

  • IE9 doesn't support strict mode so will let you get away with strict mode errors. Try on the latest Chrome - I find their dev tools are best anyway.

    Apparently firefox 3.6.20 is also forgiving, as well as the latest opera and my build of chrome. I don't have ie9 to test, but it should be working as well. It now works with firefox 6 as well. Link updated.

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  • fun. I can't reproduce it. It's probably due to the way firefox handles strict modes - it works ok on my end. I'll see if I can get some browsers to error out on me.

  • I can probably pick this up, but I can only work on stuff during weekdays. I still have to finish my bouncing ball behavior, fix that bug with the turret object (as well as implement the stuff that is missing and optimizing it), do the docs for all of them (those will probably have to wait a bit) and crank out a couple tutorials.

    Funny how I'm overworked with scirra stuff, and I don't even work there :P

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Fimbul

Member since 12 Aug, 2011

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