jbadams's Recent Forum Activity

  • It's worth noting that Kongregate only allow a smaller width than 800px, and other portals often have similar restrictions. Depending on how or if you're planning to monetize your games it can be a wise decision to ensure it works -- and works well -- within these width restrictions.

  • Yes, giving your bullet a negative speed will move it in the opposite direction.

    If you have a simple question like this you could just make a simple test rather than having to wait on someone to provide an answer!

    Hope that helps! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • int() probably doesn't guarantee that the rounding will necessarily be rounded up or down. I would usually expect an int() function to simply truncate the value -- effectively rounding down -- but it also wouldn't be out of the question for it to round to the nearest integer value instead, and given the behaviour isn't specifically listed in the manual it's also possible that this implementation detail might be changed at some point and should not be relied on to always stay the same.

    However, let's assume that there's no technical difference and that both functions will have the same effect: each function still expresses a different intent, and you should use whichever more accurately expresses what you intend on doing. You int() when you want to convert a value to an integer, round() if you want to round to the nearest integer value, and floor() or ceil() if you'd like to round up or down.

    By choosing a function that clearly expresses your intent you increase readability of your code and reduce the need for explanatory comments.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • As I said -- but I'll repeat it here to obviously separate it from the wall of text above -- you are technically correct that "intellectual property" isn't really a legal term, and that no one will ever receive documents or be taken to court for something citing it.

    You can receive a C&D or be taken to court for violating copy rights, trademark, patent protection, etc., and rather than listing all of these separately people (including many in the legal profession) refer to them using the blanket term "intellectual property" -- and everyone knows very well that they mean those other laws when they use the term.

    I don't think this is unclear at all, or causes undue confusion to anyone who takes the time to do some basic research, and I think usage of such a blanket term greatly simplifies any conversation about these matters.

    You are technically correct, but on such a trivial detail that it simply doesn't have any real bearing on anything real people are doing. They know very well that references to "intellectual property" refer to a collection of other laws.

  • Just wanted to reply again to say thanks for getting to this -- and an equivalent for gamepad -- so quickly with the latest release!

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  • The bullet behaviour?

  • Note that while performance is good, as might be expected it's generally a little less good than on PC. As long as you're not doing anything outlandish it should be fine though, and it's been steadily improving all the time.

    The most significant other issue -- and it's not really a Construct 2 specific problem, but rather an issue with any Android development -- is that performance and available features vary greatly between handsets, but if you're interested in a specific model as described this shouldn't be a major issue for you.

    Other than that the process is just a little bit fiddly due to the multiple steps, but nothing prohibitively difficult. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You could add an instance variable with the count of animations. You would have to manually update it... but then you have to manually add the animations anyway, so it's only a small amount of work.

  • Alright, why do you want to iterate through different animations, and do you just need to repeat through them in order or do you need some variation in the order?

    Is there a reason you can't combine the frames from each individual animation into a single larger animation?

    If that's not suitable you could probably implement some logic using the "On any finished" condition and the "Set animation" action of the sprite plugin. Off the top of my head I might try implementing a queue of animation names using the array plug-in; pop the next animation name from the front of the queue and push the previous one on to the back of the array each time the condition is triggered.

    Does that help at all? <img src="smileys/smiley1.gif" border="0" align="middle">

  • Do you need to iterate through different animations, or do you need to iterate through different frames to achieve a single animation?

    If the latter, the sprite object already has that functionality with a number of options available -- take a look in the animation editor -- and perhaps the accompanying manual entry. If the former, could you be more specific about what you're actually trying to achieve?

  • admir: This is a concern for big developers (like EA) and hardware companies (like Apple) but not generally all that relevant for smaller independent or hobbyist developers.

    Yes, your game might be copied by people in other countries -- but it's likely those places weren't your target market anyway. You don't have the budget or resources for much -- if any -- localisation or for foreign advertising, so you're not really losing out on potential sales in those territories, and you can prevent them from distributing to your target market by having their content removed from Google Play, the iOS App Store, Steam, etc.

    You can be sued by anyone for anything, and although you may not be able to stop them from selling their knock-off product in their jurisdiction, if you genuinely developed and released your product first it will be relatively trivial to quash and claims they might level against you.

    Goury: You might not like intellectual property laws, but they're regularly enforced in courts all around the world, and like them or not they're the reality that many developers -- excepting those in some countries where these laws are absent or poorly enforced -- should be aware of and deal with. I don't mean to be at all offensive here, but to simply claim outright that the legal concept of intellectual property doesn't exist is nothing but foolish ignorance. We regularly see examples of these rights being enforced; you can disagree with them on principle, but claiming they don't exist is simply sticking your head in the sand and ignoring reality.

    You are actually somewhat correct, but it's that sort of nit-picking trivial correctness that's not actually relevant or helpful to anyone: you're right that no-one is likely to be run into legal problems specifically citing "intellectual property" as the cause of action -- they won't receive a C&D or be sued for IP-rights violation -- but if they do the wrong things they do risk receiving a C&D or being sued for "trademark violation" or "copyright infringement" or even "patent violation", and -- even if the term doesn't hold specific legal meaning -- it's a useful term because thanks to common usage everyone knows exactly what someone means when they say it; that trademark, copyright, patents, or some other less commonly cited laws are being discussed.

  • :

    I haven't actually played Super Meat Boy, but I am actually planning to re-use my functionality to allow players to re-watch their run-through as well if that's anything similar. I had the idea that allowing users to upload videos of their run-through to YouTube might make for a good premium feature -- everyone would get a small number of uploads, but you could buy more for a small price.

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jbadams

Member since 21 Dec, 2011

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