Elliott's Recent Forum Activity

  • I feel that you've structured your variables wrong - character stats should be global variables, your class selection should then inform the global variable.

    if Mage > set Health to 5

    if Warrior > set Health to 10

    etc.

    Your damage events then become much easier to manage

    onCollision with arrow > subtract(Defense-arrow.damage) from Health

    for example

  • [quote:745ixehk]Microsoft is digging into Halo lore with the Spartan codename. According to the Halo Wikia, the name describes "members of several super-soldier programs instituted by the UNSC."

    Or it could refer to the fact the browser will be lightweight and practical? Like what the word Spartan actually means in modern parlance...

  • To add to the requests, I'd love to see the solid behaviour fully expanded -

    Collision groups

    Directional solidness, similar to jump-thrus, but more, objects can be limited based on simple directions (up,down,left and right) or an angle range.

  • Wow - great game!

    I actually got a bit excited for you and whipped up some flat UI...

    Though in some juicy tweening, some fades, a slow motion effect on the game over screen and some subtle sounds and you're onto a winner!

    I'd love to help you out on this one (no fee) - if you like what you've seen hit me up

  • I'll agree with a lot of users here that HTML5 is a massive headache, the cross platform mobility is great, but we don't even really have that for anything more advanced than a simple game.

    None of this bothers me yet (mobile game dev FTW) - but 2015 is when I plan to move onto a serious project that'll take about a year to finish; on the one hand, the issues we're talking about now will have gone, but on the other hand - Construct 3 will likely being coming into it's Beta phase next Christmas...

    I have to wonder if there was ever a change to build an engine that exported native, and then we used "wrappers" to build our HTML5 versions, at the moment it seems we have to work backwards.

  • I'd love to see this feature.

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  • Use a global variable to determine your sprites animation frame.

  • Expecting the Android market to actually pay for your games is incredibly wishful thinking - unless your app is shifting mega units I wouldn't expect anything in terms of paid app income.

    Play to the market, focus on freemium, target your ads and throw in some IAP, any sales you get should be seen as bonuses, not your primary source of income.

  • It's situations like this that make me shy away from big developments in C2 - I spend all of my dev time making mobile games, so funnily enough this never really effects me as my games are minimalist from the ground up.

    Is this entirely a browser problem though? IIRC C2 crippled itself when the 30FPS cap option was put in, was that somehow related to what's going on now? I ask from a position of childlike ignorance.

    Happy holidays!

  • Distance travelled is an expression within the bullet behaviour.

  • > No big updates. Personally I think since 200 is a regular update. The team should roll out some last features in January/Febuary. Hire some one to maintain C2, and then start working on C3. The last big bottle necks for C2 to be fully robust is the core 3rd party IDE that C2 uses. The IDE lacks the ability for some major features

    >

    > dynamic plugin loading

    > Developer IDE tools

    > Modularity

    > IDE access Scirra store

    >

    > anyways that's my opinion.

    >

    and I will give you big +1 for this.

    also I would loved to see "components" in layout editor. You could set multiple objects size, position etc, pin them together and all sort of stuff. So in event you simply say "move component to x=100" and everything in that component will behave respectively - without a need for making few dozens of events just to place, compare, test and pin objects together - this is not fun at all

    A hundred times this, C2 needs a proper grouping tool with relative positioning and group actions - layers and families only work so far. A proper moveTo or tween behaviour would make my Christmas.

  • TiAm

    I have literally no idea how or why the multiple collision block version runs 3 frames per second faster, as the complex poly uses 3 times less objects, less CPU, less image memory, performs 4 times less collision checks per tick and roughly the same number of poly checks. Obviously the tests were not identical, and it was fairly sloppy, but I'd be interested to know if there's a simple reason Ashley ?

    Aurel

    Agreed on the large objects point - based on your similar advice from a previous thread I designed the game with this in mind from the ground up; I don't detect when the player has hit a barrier, I detect when they're not on the road.

    And if you're not a C2 Veteran - heaven help the rest of us!

    Merry Christmas guys.

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Elliott

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