burningcake's Recent Forum Activity

  • is this project dead?

    Yep.

    Sadly the dev wont reply nor publish on github for the horde so id say yes this is dead

  • I was more asking for the server side of things. To be able to see people's work and all that.

    The editor itself I am sure I will manage to make on my own.

    My idea is to make an array to keep track of the tiles.

    Save data to json file. Write the level width and height in tiles in separate fields.

    Then take the array content and put it together into one string. (I figure you could use hexadecimal and keep to 2 character width per tile type and you have access to 255 different tiles)

    And then to open it, you take that string, bite off 2 characters at one time to form the hexadecimal number and parse it back into the editor.

    It is just an idea I have, but could be done differently. You could also analyse how TILED tmx level data looks like and do it like them.

    oh well that in theory sounds very nice , maybe you can pass a proto over when you are ready . i never worked with these stuff so it would take me ages ^^

    On the other hand , you say you mean the server side? What exactly you mean ?

    If you want to "see peoples work" id suggest writing a quick PHP script that can store parsed textfiles (json) in a folder on your websever.

    Then with your game being HTML5 you can use another PHP script to crawl through the stored level files on the server folder and display previews based on the json files so you could basically SEE the levels :D hope that makes sense to you.

    Below is a dirty but working PHP code i used to do exactly this some years back :

    $uploads_dir = './logs'; if ($_FILES["file"]["error"] == UPLOAD_ERR_OK) { $tmp_name = $_FILES["file"]["tmp_name"]; $name = $_FILES["file"]["name"]; move_uploaded_file($tmp_name, "$uploads_dir/$name".".txt");//Fix for security }

  • In be4 :

    It has shitty code

    it is not commented well

    mimimi

    Okay so i thought about that often and now since you cannot buy it anymore and its being not supported anymore i may ask : Open source ? Theres so much UI tweaks id love to do and tons of other mods too.

    If not, could scirra at least remove that vmProtect to make it at least more stable ?

    Cheers

  • i asked for help on level editors that are not just really basic crap often here and never got a suitable answer.

    Theres one in the scirra store which i purchased but its not working anyways.

    Best example was from a guy on patreon but that one is also missing the ability to save as file .

  • only chance is using signalingserver.js from scirra and use it on a LAN PC.

  • I´ve added the canvas thing. If you check the debugger the number of snowflakes will go up to a certain point (300ish) but then stay around that number as all snowparticles that hit the ground will be put on the canvas and then destroyed.

    http://wackytoaster.at/parachute/stucksnowcanvas.c3p

    I can´t provide a capx because I use C3 and this is the C3 forum anyway but you should be able to open this in the free version and check it out. Should be pretty much the same thing in C2 except you need to use the 3rd party canvas plugin construct.net/en/forum/extending-construct-2/addons-29/plugin-canvas-41782

    Hi man i just finished my demo , it is quite nice looking and the average amount of sprites stays at 900 maybe all the time

    but will look into your post now

    EDIT: well the canvas way does not work here : emtee.cc/demos/src/snowtest.c3p with tilemaps.

    But nice idea ! I hope i can get it to work for the platformer template too

    but for now it works take a look :) it looks really awesome

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  • Hey, try something like this.

    https://www.wackytoaster.at/parachute/stucksnow.c3p

    You probably should have the snow "melt" after some time being stuck because if it keeps snowing and snowing it will create more and more sprites (not ideal for performance having 1 million individual snowflakes around) If you want to keep the snowed on effect you could also use a canvas object on top that you regularely copy the sprites on (which can be destroyed after) to save performance.

    That sounds good ! Thanks for your help, is it possible to show me what you mean with canvas in a capx ?

  • i know i can make a sprite snowflake with sine behav, so it tingles and falls down.

    All good.

    But how do i manage that the snowflake sprites will stop falling and stack up on solids like ground / trees / player etc ?

    I just want that the player gets snowed in a bit on his head when idle and the snow should fall off his head when he moves again :)

    Any help appreciated , also i work with this capx : construct.net/en/tutorials/animated-falling-snowflakes-486

  • Colonel Justice Hi, what are your's plans for the project? I want to mess with the first person game in Construct.

    Will you share your current updates? As a paid plugin, maybe?

    I would even pay him 50 bucks for a basic template with this features but i doubt this will ever get released in any way. Its been so long without capx or stuff so i dont think this will ever happen .

    I dont know why he just dont uploads this to github so others can contribute too and make this thing a great one for the community of raycasting games but well... another great thing rotting

  • Constructenstein 3D

    Due to popular demand, I'm right now working on the updated raycast engine for Construct 3. It's aim will be to let you people create your own raycasting games with Construct. It can do less than Doom, but more than Wolfenstein 3D.

    I've ported most of the features from my first attempt in C2 and heavily focused on usability and performance. The template will be using Freedoom assets under the BSD license as I don't have too much time to create my own from scratch.

    Features

    -Optimized 3d raycasting engine that will do all the heavy lifting

    -Easy to use level editing in Construct 3 layout editor

    -Pickups, weapons, ammo, health, keys, etc.

    -Minimap

    -Colored fog effect

    -Different enemies

    -Different projectile types (hitscan, rockets, plasma balls, etc.)

    -Difficulty settings

    -Doors, secret areas, touchplates

    -Function library for total engine control

    -Ingame menu overlay

    -Customizable controls

    -Will come with full documentation

    Some ingame impressions

    Editor layout

    Release date: When it's done

    Although it's been a year since the original preview videos on Youtube, stay tuned!

    Cheers!

    Why teasing forever, just make a GIT repo so everyone can help there :/ i am following this thing for years now and i cannot wait longer :D

  • > imgur.com/a/ofwBY7b

    >

    > getting this error in latest c2 version on testing.

    >

    > also shooting and axe slashing wont deal any damage to enemies. is that normal ?

    Hi, You get error due somewhat broken mouse or look behavior I have this one too and developer maybe fix it sometime later when he is going to port engine to C2. Right now I think this example is just to make stuff render in Wolf 3D manner. Engine is still early in development. So I think you could just use it for rendering walls and objects while the rest you could make yourself like I did. I hope this answers your questions.

    i am not quite good with this topic, i know C2 quite well for platformers and stuff but thats new..

    would you mind sharing your updated version ?

  • Check weltenschmid's fix on the mouselock behavior:

    > Aw crap, can it be that posts randomly get deleted? Just posted the solution and a minute later the post was nowhere to see... might be that it suddenly may appear again. My post count is on two but the search just shows one?!? Schräg!

    >

    > Okay, got the quick fix. Just saw that they realized it as well in the MouseLock forum section and are working on an update. For us it's simple: Go to the the Construct 2\exporters\html5\plugins\MouseLock_Ver_0.5 Folder open runtime.js and at line 440 comment or delete the following lines:

    >

    >

    document.pointerLockElement =	/*document.pointerLockElement 	||
    > 										//commenting out the above line makes this work as intended. Don't know why.
    > 										document["mozPointerLockElement"]	||
    > 										document["webkitPointerLockElement"];[/code:u8ds4d4m]
    > That does the trick! If you feel like tidying up you can set the MouseLock Object's property to single click and remove the left click event. 
    > 
    > By the way, the RealDanyyy used the situation to his best and promoted his MouseLock plugin: [url]https://www.scirra.com/forum/new-simple-native-like-mouselocking-plugin_t199484[/url]
    > Might be of interest to you?
    > 
    > So now I feel like tinkering! Cheers! 
    > 
    > -------
    > 
    > Update: Didn't knew if it was me or was it just an illusion that you had hitting scenes in your screen shoots I thought. So I sought for the source of the missing hit. Don't know why you are setting the bullet's targets at the start of the layout and not at their creation time, but after changing it, the striking and shooting works again! Woot! 
    > 
    > [img="https://3.bp.blogspot.com/-Kdg_N1ENIgg/WrAkYdj7C-I/AAAAAAAACFE/YlXo_Dj9qWEbu4bI-Nww5okTrjwPB-LzACLcBGAs/s640/bulletOnCreated.jpg"]

    yeah i fixed the error but a newer capx would be awesome, would even pay for v0.5 ! since the raycast template in the store is absolute not worth it. this one works much better but its kinda useless to me without even damage to enemies ..

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burningcake

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