Twinsonian's Recent Forum Activity

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  • delphitools.info/2012/12/13/desktop-html5-apps-game-changer-node-webkit

    This is very exciting! One question though..

    ode.js brings high-performance access to the local machine resources, so that HTML5 apps can break out of the browser and get access to the file system, databases, server sockets, etc. Just like any other regular application. Check the wiki for more details.

    Does this mean there may be a way to read and write save file/text files etc??

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  • I think we both were in foul moods =) I feel like I helped instigate a negative conversation. Sorry about that.

    With the javascript SDK construct offers great opportunities for digging in to and learning javascript game development for those that are new to the area and I think that is more than enough for those of us that want some scripting to go with what we are doing. Not only that, being able to learn javascript along with rapid game prototyping makes this an incredible tool. (Not saying that it is unable to create great games outright as well).

    Anyhow I look forward to diving further in to the javascript SDK

  • I don't understand why creating behaviors and plugins with the JavaScript SDK is not considered on par with (or superior to, in my opinion), scripting systems in other drag and drop game making apps. Once you get the hang of it, creating behaviors and plugins which add, modify, or even create new functionality, is rather easy. You're just moving the scripting down one level, from scripting directly in an object to an external bit of code.

    I've had experience with various DnD systems with built-in scripting, and by far I think the JavaScript SDK gives me more power and control than a built-in system ever did.

    I agree with this point very much.

    > This anti coding/scripting mentality on the forums is disheartening. Providing users with as many options as possible should be the goal, not limiting it to a click only interface. Certain individuals do not like coding or simply are unable to do it, and thats why the event system is so great for them. Others love it and enjoy it and are desperately trying to work with the event system in a way that flows like the way they code and script.

    >

    > I spent good money on the software and so have many others that like coding/scripting. Our opinions are just as relevant as those that do not like coding.

    You spent your good money on a codeless developer tool. Whoops.

    Nearly limitless options already exist through programming. C2 seeks to port as much of that functionality over to a codeless environment as they can. That's my understanding of it, anyways. If you want a coding environment with WYSIWYG, you have plenty of options elsewhere. And with C2, you have the SDK which is developed hand-in-hand with the primary software. And nobody I've seen is against its use. So if you want to code, use it.

    And why do you feel that providing as many options as possible is not a goal here? It's just trying to make those options available without coding. That's the whole point, as it has been since day one so far as I can tell.

    If you bought this software to code in a way that isn't accessible in C2, then you made a mistake.

    Why whoops? I made a whoops because I see validity in the opinions others have for scripting and coding with game development? Whoops because you assume I made a purchase without knowing exactly what I was buying? I knew exactly what I was spending my money on when I bought construct. I have followed it for quite some time. I was agreeing with others who make points about scripting and understand their point of view.

    Instead of having a constructive conversation you simply point to the door to seek alternative solutions.

    Also I remember "day one" including python scripting.

  • ^ Only that this software never promised any scripting at all, it just simply was not C2's goal. It is not a "mentality", there are many reasons beyond "not liking" or not "being able" to do it. Also, many of us make art of several forms, making music and spriting being two things that are very time consuming, why would I want to consume even more time on scripting when I just simply do not have it? I have scripted before, and as a personal opinion I don't see the point of it in a software like C2 and I will never go back to scripting if I don't have to.

    No one is stating that you need to go back to scripting. Again, for those that are unable to script/code efficiently the event system is wonderful and very well may save you time. For others we feel it slows the process down.

    This software provides the means to expand on it with javascript to make plugins and addons thankfully. These provide users that want custom or more in depth features in their games the ability to code for it, so while construct does not offer a direct ui to script, it does work with the javascript.

    I understand your position on not seeing the point of it in software like C2. What is interesting is that others DO see the point of having it in software like C2. Again, providing more options for game developers is a good thing, limiting features one way or the other because other users are not comfortable or do not have a preference for them is silly.

    We all need to be a little more open minded and understanding of others views and opinions. Whether or not construct ever allows for any scripting doesnt mean the ideas that the users have for it do not hold value.

  • on the main page, click arcade

  • A user on these forums already posted that they were trying to create a dialog box (message box). Having the ability to script (javascript) was able to create a plugin for that use.

    There are things that construct just cannot do. Either we try to encompass every possibility through event clicking for the user or we have to hope that plugins are written to accomplish the things that they cannot.

    My advice to the OP would be to see if javascript can accomplish what you are hoping for with LUA?

    This anti coding/scripting mentality on the forums is disheartening. Providing users with as many options as possible should be the goal, not limiting it to a click only interface. Certain individuals do not like coding or simply are unable to do it, and thats why the event system is so great for them. Others love it and enjoy it and are desperately trying to work with the event system in a way that flows like the way they code and script.

    I spent good money on the software and so have many others that like coding/scripting. Our opinions are just as relevant as those that do not like coding.

  • One option would be to maybe make use of the function plugin for repetitious code.

    construct.net/en

    I do understand what your saying. The way the editor works it likes to baby the user and when events are copied and cut it can act funky.

    The event system is a dream for those that are unfamiliar with game events and those that do not know programming. It allows them to express themselves in a wonderful way.

    For others that do have a coding background it feels slow and clunky and in all honesty it actually hinders and slows the process. I will continue to use it because I love it, but I do understand fully what the OP is saying.

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  • First of all ... Next time you want to ask something , go to the help section

    Second ... Before you ask something , check the manual ! ... Or ask me :D

    If you want to make multiple acheivements , you will need a lot of variables , but you can use Clay.IO for easy achievements and leaderboards !

    This comment does not address the question and is extremely unhelpful.

    Anyways, to address your question on a message box.

    Credit goes to septeven for writing a dialog box plugin that might do what you are hoping for.

    construct.net/en

    The comments say there might be some issues with chrome im not sure, check it out and see if it accomplishes what you need.

  • We have a wonderful community for providing help to users of construct but what you are basically asking for is someone to design a game for you or to do all of the work for you from what I am understanding of your post.

    When creating a new game generally you want to get the game mechanics working first. Most of my games the player is just a square that moves around and I do not worry about the art until I am sure I have something that I want to invest artistic time in to.

    Based on the image you provided you could put together a fairly simple version of that type of game (I think you are thinking of "Last Stand / Last Stand 2 flash zombie games).

    Remember always start small, get a player image up, it can literally be a picture, a circle, a square, or anything else. Provide movement for it, add in some behavior(s) and then after the player object moves in a fashion that you like you can expand on that by adding some kind of firing projectile mechanic etc.

    If you need help as you go with individual problems or ideas on how to approach features please feel free to ask. The community is very helpful, and there are some seriously talented people that will be more than eager to help you through the process. But if we do the work for you, how will you ever learn and get better?

  • backstory: I have created a simple 64X64 randomly generated tile map for the game I am working. Currently I am dealing with room sizes of 45 X 30 tiles. The games run fine on both of my machines without any significant lag.

    When the player reaches the edge of a room it generates another room by destroying all of the tiles in the current room and re-drawing it. I also have each room saved as a long string in another world array. The array based on where the player is will expand as needed and shift the rooms as needed through the array as well.

    While I am going to keep this engine for another game I have lined up to work on I have decided that the current project needs to be different. I want to be able to have (within reason) a limitless room. I am trying to figure out how to approach this so that there is simply one room since the npcs in my game will have basic AI but will not be able to go in between rooms by themselves.

    1. Would approaching this with figuring out a certain distance from player and creating tiles based on that distance work. Then destroy the tiles that are too far away from the player as the player moves throughout the room? Almlost like a view distance that goes further than the actual view screen otherwise dealing with half tiles could be kind of messy or when the player is halfway in between other tiles. I would likely have it draw tiles the view distance + maybe 2 tiles further out while destroying all other tiles in the room.

    2. Would I need to physically make the room in construct huge, or could I just deal with the basic room itself and draw objects and have them move while the player stays stationary. I like this approach and it is something that I have coded in XNA. One of the problems is maintaining NPC position with this method but I think I could overcome that.

    Any ideas or input would be greatly appreciated.

    Thanks

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Twinsonian

Member since 5 Sep, 2012

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