GeometriX's Recent Forum Activity

  • Maaaaybe possible, but highly inefficient even if you could get it going.

    FYI, Fez was coded from scratch, and even that was a nightmare for the programmer. Getting an existing framework to do tricks like would be pretty challenging, but as a starting point you'd need a fully-3D engine.

  • Oh, sh*t just tried it now. Experienced exactly what you said. Yeah, it's pretty unworkable like this :/

  • You'll get much better performance in everything but physics. I don't even bother testing over LAN because of how poor the performance is.

  • First, you should be saving your project as a caproj, not a capx. Caproj allows you to edit an "open" project, with all its animations and event sheets laid out inside a folder, instead of being bound up in a single file.

    This way you can freely edit, load up and adjust sprites while another person works on an event sheet, and I think you can work on two separate event sheets at the same time, since these are stored as separate xml files. This way you could, for example, have one person working on the main events of a game while another person builds new levels that each have their own simplified event sheets and call in the main sheet.

    I anyone else has any tips on this I'd also love to hear them. I'm gearing up to work with a colleague for Ludum Dare 26.

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  • There was indeed a discussion about this recently. Here it is: http://www.scirra.com/forum/solvedget-the-position-of-where-objects-collide_topic65970.html?KW=

    Still didn't get quite the result I was hoping for in that thread, but for simple cases there is a solution that just requires a bit of maths.

    If anyone does have a neat, preferably not third-year mathematics way to get the answer, I'd also appreciate it.

    That's an interesting approach, Please correct me if I'm wrong, but essentially what you're saying is that Scirra would benefit from adding in more features which would pull in more customers, in turn generating more revenue and allowing them to hire more people to improve the overall offering for everyone. A solid outlook, and one that I can't argue with on a "make cash now" level.

    On a "make cash later" level, however, I really think that improving the existing offering and catering to the established customer base offers a more sustainable and organic form of growth. By catering to those people who have already paid their dollars, a healthy community is nurtured which a) brings in new customers by word of mouth, and b) brings in revenue from future projects (Construct 3 and/or paid-for assets (think of Unity's asset store), etc.). I don't know what's more beneficial to the customers and Scirra; I guess a lot of weighing up and number crunching/projections would be in order.

    Definitely an interesting perspective, though.

    zyblade, did you really just protect the right to vote by denouncing freedom of speech?

    People are free to vote on whatever they want, but that doesn't protect them from having their votes and opinions challenged. Pretty sure that's the point of a forum.

  • I won't do that, because it's your game and you should make it, but I've created a generic XP system that you can use. It's fully commented and doesn't use families, because I see you're still on the free version. I strongly recommend that you buy C2 to gain access to families, which will make the process of dishing out XP for monster kills much easier.

    Here you go.

  • Here's an updated capx.

    What I did was, instead of adding to the width of the XP bar directly, I stored the 20xp gained from killing enemies in a new variable called XPToAdd. Then I created a new event that, every tick and as long as XPToAdd was greater than zero, would add 1 to the width of the XP bar and subtract 1 from XPToAdd. The result is an animated XP bar.

    PS: You should look at storing your XP in its own variable, instead of relying on the XP bar to track the total XP (this also allows you to scale up the XP required to gain a new level). The bar should be a representation of the XP, rather. You can set its width as a percentage of its total, like [(current XP / required XP for next level) * 200].

  • Runs perfectly. Solid 60fps, controls are responsive. A little too quick for my liking, but that's more of a gameplay opinion than the fact-finding you're after.

    Using Chrome 26.0.1410.64. Core i7 975; 12GB RAM; GTX 560 Ti; Windows 8 Pro 64-bit.

    I dig the effects, btw. Expecting to see a crazy fast-paced bullet hell shooter out of this.

  • Hold Ctrl and scroll up or down with your mouse wheel to zoom in or out.

    As much as I'd like to see proper tileset support (and better sprite/animation tools) and real-time multiplayer, I think now is the time in Construct's lifecycle for it to become a little more refined. We have a lot of features to play with now - so many more than when I bought the software not even six months ago. The growth has been phenomenal and some of the features have been substantial additions. But many of these features have come at such a pace that they're still not properly documented or covered by tutorials. I guess that will come with time, so long as we're all given a chance to let the new features soak in.

    My thinking is that, for the next few months, Scirra should focus on tightening up the current offerings, and I think a debugger would be an excellent place to start. After that, I love the "modularity" idea to help those developers with large projects.

    After that, some attention to the IDE would be great. A better way to organise multiple event sheets and layouts would make me a very happy man, and collaboration tools would go a long way to place C2 on the map.

    I'd also really like to see some progress made in the exporting side of things. It feels too messy right now - too confusing to new users with, frankly, too many options. We need a single, all-encompassing, mobile exporter that will unify development and reduce new user confusion. Then that exporter needs to be tweaked, refined and documented thoroughly. Node-webkit also needs some attention - its own object to be specific; using browser actions for what is considered to be a desktop application is counter-intuitive.

    Good luck guys; it's great to see that community feedback continues to be one of the driving forces at Scirra.

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GeometriX

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