VonBednar's Recent Forum Activity

  • jojoe

    I know exactly what you mean, and I have seen it happen so many times. The bottom line is - your first game will not be a hit that will bring you tons of money. But this is not what this topic is about.

    From my point of view, C2 is a great tool, just, at this time, limited by it's dedication to html5. Which, by the time I decide to release my first proper game, might be an amazing gaming engine - who knows?

    I am full of awe for Tom and Ashley for bringing us updates so often, and expanding C2 in new and creative ways. I just wish that C2 would expand in the way of native exporters, even if they would cost extra or even would be made by a third party.

    Saying that, it made me think that perhaps Scirra could team-up with some 3rd party developers to bring us more functionality. People in Haxe, could backward-engineer their language to export from HTML5 to Haxe - I would pay extra for that.

    It is similar with Spriter. Once it will get to 1.0 I will buy it and I would be fine with paying another X dollars to get an amazingly working plugin to work with construct.

    In the day of crawdfunding this is all possible. Having a community driven support would be amazing - and I can see myself paying for skilled programmers to expand Construct's functionality. Be it kickstarter, or some bounty system, I would put my wallet where my mouth is.

    Community support might be the key to expanding construct. We can let Tom and Ashley to create new game-engine features, while others create native support for devices, plugins that extend the usability in new and exciting ways and making construct compatible with other tools.

    I am curious what others think of business model like that?

  • I will add my 2 pence here.

    I am a new (and free) user, with a small background in programming from my teenage years (mostly BASIC and Pascal). I am still to decide if I should go forward with buying Construct.

    I see this tool, at least at this time, as a great tool for making prototypes and learning how to make games. But I have to say, html5 somehow scares me away from buying. If, construct would work based on Haxe, I would gladly pay for it, even more than it costs now.

    I would love to see perhaps Construct2H, that works on Haxe instead of HTML5, I would gladly pledge to a kickstarter to rise funds so Tom and Ashley could hire people to port C2's great interface and usability to Haxe.

    Saying that, something might change my mind in the near future. HTML5 can do a great leap (like Java did before) - we will see...

    Also, I think that it would be a good idea to post a tutorial for mobile optimization on scirra's website, so less-experienced users could optimize their games for mobiles easier.

  • I would like to summon Tom & Ashley and ask to implement it - this would be amazingly helpful.

  • Another option is to use distance(ObjectA.X,ObjectA.Y,ObjectB.X,ObjectB.Y) when using set width for your "beam" object.

    I am using tiled background instead of a sprite for tractor beam, but I think it should work with sprites as well if you setup your origin point correctly.

    Edit: Now with .capx for proper tractor-beam action.

    dropbox.com/s/t54zvcbp2faqvnw/Tractorbeam.capx

    I actually might create a small game based on this mechanic.

  • I would like to summon R0J0hound, as he masterfully resolved a different parabola issue in Parabola/Tracjectory tracing with Physics / Box2D.

  • I would also like to see the implementation of the Platformer behavior, it would help solve my problem with the "Frog Jumper" platformer as described here scirra.com/forum/topic63052.html.

    Edit: Can't post links, as I don't have enough rep :/

  • How about giving each sprite type/size a numeric value based on the amount of pixels the sprite occupies. Let's say small sprite (16x16px) 256, medium (32x32px) 1024, big (64x64px) 4096.

    Sprites don't have to be square - as long as you approximately know how big they are you'll be fine.

    Create a variable in the layout, each time a sprite is spawned add it's value to the variable.

    Check how big is your layout (800x600px has 480000 pixels) when the sprites occupy let's say 50% of the layout (so when the variable is equal or bigger to 240000) initiate GAME OVER.

    Experiment with how much of the layout you want to be occupied both game-play and performance-wise.

  • I couldn't replicate the issue you're describing. All the bullets looked fine on my pc. It might be your browser's fault - check on other browser or update the one you have.

    Although I have run into an issue that every 20-30 seconds I am loosing control of the sprite (it is jumping up and down a little bit then).

  • Hi, it would be amazing if you could subscribe to any topic and get notifications about new replays, just like when you get a replay in a topic you created. It would help users to follow particular threads more easily.

  • I think the forum would benefit from kudos/thumbs up system. There is a much more content in the forums than it is in the tutorial section etc. I think people should be able to thank the users that helped them or brought some interesting topics, and the thanks would add up to their reputation (maybe not on 1-to-1 basis, but every 10 thanks would give you a point of rep).

    From what I have seen, systems like that encourage helpful community (look at boardgamegeek for example).

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  • I want to create a mouse controlled "frog" jumper platformer (imagine mario if he can only move by jumping) and, while I have got some progress in it I am now stuck.

    What I want to do is to control a platform sprite (because platform behavior already handles a lot of things I want to include in the gameplay) to jump in the direction of the mouse pointer. I achieved this with jump on click and platform vector X to -(Sprite.X-Mouse.X) on mouse button down - while this needs some tweaking to work perfectly, that's not what I want to achieve.

    I want the sprite to jump as close to the pointer as possible, so when the player clicks on the "ground" the "frog" jumps there. Similar with platforms, click on (or slightly above) one to jump there. I want the frog to jump in a parabolic arc and not a straight line ( just like native jumping for platformer looks). Also, I would like to be able to control the length of the arc or it's x and y vectors with events to make a maximum jump.

    Is that possible without using physics behavior?

    I would welcome any input, even brainstorming ideas are fine.

    Thanks in advance.

  • Bartosh - well, I want to say - whatever floats your boat ;)

    Personaly, I don't see anything wrong with using a "sinking ship, without it's captain". There are great games created using older, or even obscure technologies. There is a lot, we can learn from those technologies..

    ...and it seems you did. I am not here to tell you that you continue using CC. To be honest, as a propmaker, I know that the right tools make the job. With your game idea, I would go with something along the ways of Unity - making your own engine, without a team, from a scratch is a lost cause, in my opinion.

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VonBednar

Member since 31 Jul, 2012

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