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  • Ah, interesting. I was thinking the same thing the other day. I don't believe it can be done currently. I think it would require some type of "viewport" object as mentioned in this past thread from Construct Classic.

    69.24.73.172/scirra/forum/viewtopic.php

    I have to say though, as much as I've really loved split-screen games in the past, I don't think that'll be in much demand with HTML5 games so long as multiplayer across the internet is possible.

  • Excellent work! I've been working on a concentration/card-matching game as well. Nice to see others doing likewise.

    As the saying goes, great minds do think like me! ;)

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  • Hehe, I was working on responding to this, apparently right as you were Kyatric.

    I was going to mention, there really are good number of ways to go about this one. I'll post my own method here as well, which involves adding row and column variables to the markers, as well as a row and column variable to the cursor. The cursor can then get to each marker via row and column designation.

    My proposed method takes more resources methinks, since the position is checked each tick. But it's just another method. :)

    simple-menu-alt.capx

    Edit: I just realized I used roughly the same method as Kyatric, I just didn't read through his example thoroughly enough before posting.

  • Hi naelian,

    I really like what you've done with this. The audio and graphics seem to meld perfectly. Your background music sounds eerily like one of my own underwater-esque pieces. I do a lot of ambient pieces so I guess that's likely to occur.

    In any case, the game seems fun enough, though the opacity of the pieces makes it a bit difficult to really see where they should go at times. Would it be possible to make the puzzle canvas a bit larger so that pieces could be placed outside that area should the user want the extra space?

    Also, I'm not really seeing any reasoning for the name "Puzzle's Bubbles". The game doesn't seem to have any bubbles so I can't really see that being a good name for it, myself. Just my thoughts.

    Cheers!

    -DavidM

  • I really like the look of this game. I've always been very partial to odd, interesting and perhaps quirky ideas and this one's definitely not your typical shooter.

    I wouldn't really say it's ASCII myself, it's just got all the character of an ASCII game. I like it better than a standard ASCII game, which would typically be limited to tile-based movement.

    Looking forward to seeing more on this one!

  • Joannesalfa, glad to help!

    , just to add a bit to septeven's response, this plugin is using the Javascript time methods, so the time is based on the person's computer.

    A bit of server-based code (like PHP) would be required otherwise, to get the server time.

  • Yarfapet, thanks for the original plugin!

    septeven, thanks for your update!

    Joannesalfa, the plugin gives you the expressions, you can display the numbers however you like. The following demonstrates how to display the time in a 12-hour format.

    Demo

    Download here: digital-clock-example.capx

  • Thanks everyone, for your thoughts!

    Joannesalfa, you can actually change the MaxChars variable in the .capx files. It's a global variable right at the top of the event sheet that limits how many Char objects will be onscreen at any given time. Setting that lower can yield a better FPS on some PCs. I just posted the files in the state they are since they ran perfectly on my PC.

    AJTilley, I really love ASCII games and in fact, have a C2-based ASCII editor I've been working on as well. I'd love to check out your game! :)

    Cheers!

    -DavidM

  • Not sure if someone's already done this one, but I'm sure the variants I'm posting here haven't yet been done. Here's some relatively simple examples of Matrix-esque falling code, all in glorious full-screen!

    Matrix Rain

    The most Matrix-like, using a mish-mash of glyphs I chopped up from various fonts like the Katana font listed below.

    <img src="http://dl.dropbox.com/u/41325628/construct2/matrix-rain/matrix-rain-screenshot.png" border="0">

    Check out the demo here: Matrix Rain

    And download it here: matrix-rain.capx

    Katana Matrix Rain

    Similar to the above, only relying on the Katakana font, and like the rest, uses Text objects rather than sprites.

    Check out the demo here: Katana Matrix Rain

    Download it here: katana-matrix-rain.capx

    Binary Matrix Rain

    Here's an interesting addition, a sort of precursor to a game project I'm currently working on, falling binary strings.

    Check out the demo here: Binary Matrix Rain

    Download it here: binary-matrix-rain.capx

    Comic Sans Matrix Rain

    Last but not least, made especially for all you Comic Sans Criminals out there, we have a Comic Sans variant! Using a colorful flurry of rotated characters, it's sure to be a favorite among graphic designers! ;)

    Check out the demo here: Comic Sans Matrix Rain

    Download it here: comic-sans-matrix-rain.capx

    Cheers!

    -DavidM

  • I really look forward to the inclusion of shaders. I completely needed OR and ELSE logic so my vote was for that but shaders are my next vote!

    Bob Thulfram, funny you mentioned SVG because I recently posted about using the SVGCanvas plugin to create a blurring text effect. The filter code, derived from Inkscape, can be used with any SVG.

    You could potentially draw an SVG shape at runtime and apply the filter to it. If your game will involve graphics as simple as those in the Evac game you linked to, I imagine you could use purely that.

    By the way, that Evac game looks great and ironically, the idea of pushing blocks to destroy enemies is an idea I've had in my mind for quite some time now. Though my thought is to destroy the enemies by surrounding them with blocks. Cool game though, that Evac.

  • Pode, that sounds great! What would it dump the canvas to? A layer? Possibly a Sprite object? :)

  • Miyavi, I'm not sure if it's exactly what you're referring to, but C2 automatically renames all occurrences of an object in the event sheet(s) when you change the name of the object. It's one of the things you really have to love about C2!

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