vee41's Recent Forum Activity

  • Yeah that was my first thought too, but figured there might be more efficient way of doing it. Thanks for the answer though!

  • I second this! :)

  • Hello again,

    Is there and easy, quick and efficient way to duplicate an array that I've spent oh-so-much effort filling and would like to keep the original intact while modifying the copy?

  • Thanks, I did look through those plugins but what I need is actually much simpler solution so I think I'll look for another way to do this. Recursion was just seemingly easiest thing that popped to my mind, but there should be other ways as well :)

  • I don't think cracking and piracy is something indie developers should worry too much about. Some basic protection should be in place to make a difference between 'demo' and 'full' version, but the mentality of whole market is quite friendly in lack of better word. :)

    To make a really rough generalization; people that pirate games are kind of people that probably would not buy it in the first place so you are not really losing any customers.

    Humble Bundles are a good example of this, there are donation ran projects, kickstarters.. They are all pretty much based on people being kind and honest. Lately even big publishers have been toning down their DRM's.

  • Hi,

    I am trying to do sort of a recursive thing in construct 2, but couldn't quickly figure out a nice way to do it. What I am trying to implement is Lee's algorithm (http://en.wikipedia.org/wiki/Lee_algorithm) for some simple path finding, and to generate the array I need for the algorithm I'd need a 'recursive function call' kind of behavior.

    Is there easy way to implement something like that in construct 2?

  • A C2 game in steam... I honstely don't really see the point.

    From a new player's perspective, it would require the user to download steam, make a steam account, download your wrapped game, and then play.

    You make good points there.

    But steam has very wide customer base and exposes your game to masses of people. Of course you need to take in account who actually are your audience and who actually are users of steam. But seeing games like terraria and other very indie like titles become hits in steam shows that there is huge potential in steam for indie developers as well.

    I think the biggest point I am trying to make here, is these services (mainly talking about steam as it really is heads and shoulders above everyone else in user volumes) take care about the biggest issue (just my observation) indie developer faces: marketing and making people aware of your game. With smaller niche audiences marketing can be done through forums and relevant news sites, but to reach more casual audiences something like steam seems quite necessary and useful.

  • Great to know it is technically possible to make steam game with C2, although I know that steam has quite high standards on games it accepts it is still encouraging to know it is possible. Desura is a great alternative too, the audience is more indie oriented and there are some great mechanics for helping development and testing of the game.

    Another way of monetizing is using existing webgame portals like armorgames, bigfishgames, newgrounds (are these flash only?). I understood they offer sponsorship's for quality games.

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  • Anyone have any idea or perhaps even experience about HTML5 games and steam? Is it pretty much impossible to get your HTML5 game in steam, or could it perhaps be done with exe wrapper or something?

  • You were correct again, the problem was actually classical: error in my debug text :)

    Thanks!

  • Thank you very much, that was the problem! :)

    Here is another question I've been wondering about instancing that seems a bit odd to me. Rather than starting a new thread about it I tought I'd put it here as it is very much instancing related thought error from my part as well.

    I have sprite with variable FindPath(boolean)

    I have event that says: FindPath=True : Do stuff to find my path

    The idea here is that when the sprite needs to find a way to get from point A to point B, it sets FindPath to true. And it seems to work as intended, until I have multiple instances of that same sprite all kinds of odd things start happening. So always suspectfull about instancing mechanics I print the sprite.uid to my debug box every time FindPath is set to true and behold, the sprite.uid inside FindPath functionality always printed "0". I imagined the sprites instance would be passed on to the FindPath=true function, but I guess this is the wrong way of thinking?

    What I am trying to achieve here is sort of traditional 'function call' mechanic, which would be the best way to do it in construct 2?

  • Hello,

    I've ran to a problem with picking instances. Here is quick description: I have three sprites next to each other, and I'd like to link them so that they each know each others UID. This is not the hard part, UID's set nicely as intended. Problem is that when I try to access the another sprite in the events, something fails. This is probably syntax thing or something even more obvious that I am missing, here is pseudo code of what I am doing.

    For Each Sprite:

    set LocalVariable = Sprite.UID

    pick nearest sprite at x,y

    set LeftSpriteUID = LocalVariable

    It seems that pick nearest sprite at x,y fails. X and Y are defined so they are a bit left of the original sprites left border and definitively inside another sprite. If I add 'dont pick yourself' condition to the pick nearest condition, nothing is returned.

    If someone can shed me some light on where I am thinking wrong here I'd appreciate! :)

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vee41

Member since 12 Apr, 2012

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