Twinsonian's Recent Forum Activity

  • Link to cap

    It is a simple reproduced cap I threw together that deals with a while loop with an embedded while loop. There are two arrays. The first array gets a 100 character string put in at 0,0.

    The second array becomes a 10,10 array with each letter from the first array's 100 character string.

    when pressing go the results:

    first box fills only with 10 characters followed by 90 zeroes.

    to see if I did my while loops wrong I also have it in the same loop print to the second text box each individual character from the first array's 100 character string, and it prints all of them.

    What am I doing wrong lol =/

    Thanks for any help.

  • C2 absolutely can handle the type of game you are describing.

    As far as the complexity with RPGs, that is a general statement. It wouldn't matter what you are making your game with.

    Plan your event sheets out well beforehand, treat them like classes if you are comfortable with programming -- they provide a huge amount of organization for your game. Beyond that, make great use with functions and plan out your local and global variables correctly. Essentially, for every town you are in you could have global variables assigned to it and when you are off in a dungeon it is easy to change those global variables for the town so that when the player returns to the town dialogue can be different. (not the best example but you get the idea).

    As far as capability, C2 is much more capable than it appears to new users. It runs games incredibly well except for some hiccups with a lot of physics. The event system is very powerful and can provide most of the meat and potatoes of any game library/language for writing specific game logic. It just has a learning curve at a certain point.

    Lastly, you will easily be able to deploy your game almost anywhere on almost any modern device!

  • Thanks for the reply,

    Unfortunately I have tried that and end up with:

    Javascript error!

    Uncaught ReferenceError: require is not defined

    http://localhost:50000/NodeWebkit_plugin.js, line61(col undefined)

    Anyhow, thanks for trying to help out.

  • What exactly do you mean by preview settings?

    I know it sounds silly, but I guess I am failing to understand where to actually do this. In the browser? Open a nodewebkit?

  • how do you actually test node in preview now with the new beta version?

    I learned quickly that attempting from the browser was a no no. I also downloaded node-webkit itself, but I guess I am using it just like a browser and get the same javascript error.

    So how does someone actually go about testing their game without having to export. I searched and was unable to find a tutorial as of yet either.

    Also, exporting my game as node does yield the correct results. I do get my text file in the user directory with the correct content in it. But I do not know how to actually make this happen with preview.

    Thank you

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  • Is this what you are looking for?

    Updated Cap

    oops, the global variable player direction is not needed btw, was just fiddling around and forgot to remove it

  • I wanted a nice dark theme to use:

    <img src="http://i.imgur.com/tSR1i2g.png" border="0">

    If anyone is interested in trying it out:

    Download Updated Dark Theme

    Just save it as a .xml file and put it in your construct 2 themes folder to use.

    I suggest using the office 2007 dark theme built in to construct 2 as well to accompany it.

  • This might sound silly, but how do you actually test node in preview now with the new beta version?

    I learned quickly that attempting from the browser was a no no. I also downloaded node-webkit itself, but I guess I am using it just like a browser and get the same javascript error.

    So how does someone actually go about testing their game without having to export. I searched and was unable to find a tutorial as of yet either.

    Also, exporting my game as node does yield the correct results. I do get my text file in the user directory with the correct content in it. But I do not know how to actually make this happen with preview.

    Thank you

  • Whenever this topic gets brought up it is always interesting to read. I personally share the same view point as Epiplon.

    Besides the obvious issues with GM that most of us have (lets not discuss it here) the main thing going for it is the GML. GM does not help ordinary people get in to game development as well as construct, but it does help ordinary people learn the basics of game programming much better.

    Take it how you will, all opinions are different and people want different things.

    The one thing I DO know is that the next game making software that comes out that combines the functionality of both construct and GM will be huge. Having an event system for non-programmers and a scripting language of some sort for those that do enjoy programming but want more rapid development will be amazing.

    After construct 1 with the python scripting I thought for sure that C2 would end up implementing something. the JDK is .. well if you are really going to get that deep in to the JDK why not simply make the jump to libgdx or something similar?

    I understand completely where the people with a programmers background are coming from and it is simply this:

    We were hoping we had found an IDE that allowed us the freedom to program our games while promoting rapid game development by giving us the options of using pre-written or defined functions such as behaviors as an example. But having these pre-written functions presented the way construct does. Built in GUI that allows using behaviors on objects quickly and easily. Imagine being able to write your own behavior script within construct and saving it with the other behaviors.

    EDIT: I understand the opinion from others that we know what were buying when we bought it and that it is not a programming/scripting tool. To be fair, what else comes close to what so many of us actually want? It is only natural to follow something that almost makes it with hopes that it will evolve. Also while the opinions of programmers may differ from those that do not program or have no desire to with construct, many of us have financially supported the program and our opinions are just as important as those that oppose it. We are just expressing ideas, hopes, and dreams.

    The truth is scirra is a small team. They are very talented and have made wonderful software which I am proud to have supported.

  • I remember making this suggestion and getting completely owned =)

    scirra.com/forum/customizing-constructs-colors_topic56580.

    Anytime I write code for anything I always set my IDE to some soft of darker background so my eyes do not melt and drip out of my head.

    Absolutely agree with this post.

  • I'm gonna get a lot of flack for this but..

    It's not that those in this community don't have talent, skills, good ideas etc. or never made a large-scale game before. It's that C2 isn't designed for large-scale game development by any means. It's designed with the single hobby developer in mind.

    Everything about C2 is internal. The level editor, the event editor, the objects, the animations, the textures, the sounds. It's practically impossible to use C2 in a team and you know what teams offer? Large-scale games.

    We don't have massive areas and entire worlds or even (good) tile-based games because you can't use external level editors.

    We don't have heavy dialogue,inventories,world-maps,customizable characters, etc. because you can't really use external files. Project files are a temporary workaround at best.

    We don't have lots of sound effects and music because you can only import .wav PCM which must then be converted into an unorganized project-bloating super folder of sounds.

    We don't have solid, bug-free, ready-to-distribute games because all of that relies on 3rd party software seemingly shoehorned into C2 and forgotten about.

    "Oh, well just use a project folder instead!"

    Nope. You still have to add everything to your game inside the C2 editor else it's not recognized. So if you're in a team of 5, all building levels - each member will need a C2 license - all of the project's plugins - and the latest build, just to put his or her levels into the game. That applies to *everything*. There's SVN but that sounds like even more of a nightmare and I still don't see how C2 will pick up anything if it is added outside of the editor.

    That's not to say it isn't currently possible to make a large-scale game in C2 - I'm working on 2 right now - but it's a dreadful process and I'm not sure we're going to get much farther without a number of changes and additions to C2. I've already had to cancel two others.

    I agree.

    I have followed construct from nearly the beginning. I loved construct when it first came out, and to be honest I really enjoy construct 2. I have discussed using C2 for some projects with the team I am working with and what it really comes down to is that it is not possible for us.

    I still make heavy use of C2 for prototyping ideas and throwing together examples to help explain my thinking on our projects. After we knew that XNA is essentially dead we decided to move on to a technology that we knew would be supported for quite some time.

    We even checked out the game making software including C2 and game maker. C2 in our opinion shines for hobby games, and pretty much rapid game creation. Game maker... heh, why in the world would we pay 500+ for a terrible GUI that gave us a sub-par scripting language. We ended up setting on libGDX, and have not looked back. However, C2 is still a very valuable tool for prototyping and even far more fantastic for creating interactive multimedia advertisements and videos.

  • Both IDEs are capable of accomplishing pretty much the same thing. GameMaker still resembles what it looked like when Mark Overmars was maintaining it, except for some color cosmetic changes.

    The real difference between both products is the people behind them. Sandy Duncan and YoYo operate through a purely profit/business model. If a user gets sucked in to buying the professional edition which:

    ameMaker: Studio? Professional unlocks the full power of GameMaker: Studio?

    Then users find out the truth, in order to really deploy your game anywhere that matters:

    Android Export Module      $199.99      

    HTML5 Export Module      $99.99      

    iOS Export Module      $199.99      

    Ubuntu Export Module      $99.99      

    Windows Phone 8      $199.99

    Construct 2 offers all of its export options without extra costs to us, and more export options are consistently added.

    Furthermore, the developers of scirra are amazingly involved with the community. Not only that they are involved in other places throughout the web (example):

    stackoverflow.com/questions/9553415/how-did-scirra-get-html5-audio-so-perfect-in-construct-2

    Finally, your statements on functionality is a slippery slope. Thankfully you did state that this was your impression (opinion). Those types of statements encourage discussion as users are going to wonder why you came to that opinion, and based on what.

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Twinsonian

Member since 5 Sep, 2012

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