bolosaur's Recent Forum Activity

  • Bump.

    Any JS wizards around? :)

  • Hi,

    I read one thread where someone created an auth system in PHP that wrapped around the game, and wondered how to pass the session cookie into the game. The response to that thread was that it'd be better to send the request from within the game so that the cookie could be fetched via AJAX.

    Then I read another thread suggesting that authing from within C2 is insecure, and that allowing the user to input their password into C2 is next to impossible to make secure.

    I'm building an online feature for my game that requires authorization, so I'd like to know how I'm supposed to do this if I can't do one or the other?

    Thanks in advance.

  • Hi, I have a couple of questions about Construct 2 networking.

    1. Anyone know the status on WebRTC?

    2. When WebRTC is done and standardized, anyone know how long it'll take before a corresponding C2-plugin appears?

    3. What's the technical reason why WebSocket can't be used to construct a C2-based server? Are incoming WebSocket-handshakes blocked?

    4. Since you need to code an actual server for WebSocket use, what's the easiest method of building such a server for a person with no prior programming experience? Would it be possible to code a WebSocket-server using, for instance, a different game development toolkit instead of having to use, say, socket.io?

    Thanks a lot in advance. :-)

  • Hi,

    When exporting a project to HTML5 and running it locally - that is, without uploading the project to somewhere - is it possible to somehow download data from a remote server?

    In other words, is it possible to somehow circumvent cross-domain requests with C2?

    Thanks a lot in advance! :-)

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  • Thanks a lot for the feedback people, it really means a lot to us (both the crits and encouragement).

    Visually, this game looks outstanding. It reminds me a cross between Super Mario Bros. 2 and Little Nemo. How long before it's released?

    Haha, now that you mention it, it does resemble those games a little. :-)

    We're aiming for a release mid- to late 2013, but we're going to release a standalone demo this December (2012).

    Also, in other news, we put our game on Steam Greenlight. If you guys and girls have an account, we'd really appreciate an upvote (and if you don't have a Steam account, feel free to spread the word!)

    http://steamcommunity.com/sharedfiles/filedetails/?id=92932760

    Thanks a lot pals. :-)

  • Thanks for the kind words!

    Zero6, I'll be sure to forward your feedback to our artists. :-)

    In other news we're going to try to get our game on Steam Greenlight, so we got help from Jamie Sime to do a couple of '90s video game promos. I think they turned out pretty good!

    No Fun

    Catch My Drift?

    Platforming

  • toadstone finished up the first world's tileset. Here are a couple of mock screens illustrating the end result:

    <img src="https://dl.dropbox.com/u/2725629/buckscreen1.png" border="0" /><img src="https://dl.dropbox.com/u/2725629/buckscreen2.png" border="0" /><img src="https://dl.dropbox.com/u/2725629/buckscreen3.png" border="0" /><img src="https://dl.dropbox.com/u/2725629/buckscreen4.png" border="0" />

  • <center><img src="https://dl.dropbox.com/u/2725629/astrologo.gif" border="0">

    Presents...</center>

    <center><img src="https://dl.dropbox.com/u/2725629/bucklogo.png" border="0"></center>

    Hello!

    I haven't been particularly active on the forums, but some of you may know me from IRC. I'd like to present a new game that me and my two partners are working on, and that we are intending to release as a commercial product by the end of next year.

    Our game is called Buck & Miles, and is a 16 bit-esque singleplayer platforming game reminiscent of the 80s and 90s classics that most of us grew up playing.

    It features a trucker named Buck and his sidekick Miles, who's beloved Betsy has fallen into the hands of an Evil Villain? named Baron Von Kaiser.

    Kaiser lives in a blimp which continuously floats around the overworld map. The overworld map in turn is divided into 6 sectors acting as worlds, and the player must chase Kaiser down from boss castle to boss castle until he's cornered and finally brought to justice.

    <center></center>

    Astrojone is our team name. We are three guys working on this, and our goal is to try to emulate the design approach, art direction and promo material that Japanese developers used back in the days, with the intention of bringing back some good memories and nostalgic moments for players who appreciate classic games.

    We welcome comments and criticism on everything we post, but more importantly we hope that at least some of you will become as excited as we are at the idea of a (we hope) good and polished platformer being produced.

    Thanks a lot for looking at our game.

    Website

    Facebook

    Twitter

    Also feel free to check out Toadstone's Tumblr and skyline's Trax in Space profile)

  • Thanks for the reply.

    Would that really make any difference? Isn't the bounding box what determines the collision?

    Because I've already tried to reduce the bounding box by 1px on all sides, but it only caused the box to fall down until it's once again in contact with the box below. And then we're back on square 1. :-/

  • I don't want to post the cap because it's for a commercial project. I don't think there's a need to do it anyway, since it's not a bug. :-)

  • Sorry, my bad. I meant to type "move CRATE." :-)

    hich direction are you trying to move the object X or Y.

    Y, but I'm specifying the X position as well for the sake of clarity.

  • What do you mean by "Move create"?

    And what do you mean by "self.y, self.y+1"?

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bolosaur

Member since 12 Feb, 2012

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