ddabrahim's Recent Forum Activity

  • Hi all.

    I would like to manage a database that can be modified and created by the users in-game and I would like to do it through (create/write/store) local files instead of web storage. I was searching the web and the forum to find the answer if Construct 2 can write and store local files but I can't find a straight answer. Many people only asking about how to read external files but what I want to do is not only read existing files but also write and create local files on mobile devices and I'm wondering if Construct 2 can do that or not?

    So far it seems like I can generate JSON files and download it, but it is not exactly what I want because I want to store the files within the application and not to download them. NW.js object seems to be able to read and write files locally, but it is desktop only as far as I know but I need the functionality on mobile (or is it works on mobile too?).

    Anyone could tell me please if it possible to create, write and store local files in a Construct 2 application on mobile devices?

    Thanks in advance.

  • 3rd party level editors such as Tiled are not supported out of the box but maybe you can try to write an importer, I have never tried.

    AGK got a very basic level editor hidden inside the installation folder, it is so basic it not even mentioned and don't even worth mention it really. For most part, you need to use code to build your levels or you can make your own level editor that works the way you want.

  • The editor to code in Basic is based on Geany and it is running totally natively.

    As of C++, I'm not 100% sure, I have never tried C++ with AGK, I'm happy with coding in Basic. To use AGK with C++ on Mac it is require Xcode, on Windows it is require Visual Studio, I don't know if anyone had any success with C++ on Linux or with anything different than Xcode or VS.

  • Thanks. I'm glad you like it.

    [quote:3cqogki3]

    I was thinking of buying appgamekit a while ago. Can you develop in it in linux?

    Yes, you can use AGK on Linux but some packages need to be installed: libopenal1, libavcodec54, libavformat54. Officially, only Ubuntu 14.04 is supported if you have trouble using it on other distros, you are on your own as the community is not using Linux that much and the developer just don't have the time to deal with any problems on anything different than Ubuntu 14.04 (16.04 may going to be exception)

    Personally I don't have much success with other distros. It did work on LinuxMint a while ago, but last time I have tried, it didn't work.

    In my opinion AGK totally worth it even at full price but it is on sale on Steam all the time but if you buy it directly from TGC, you are going to get the Steam key and also the DRM free versions as well, that is not requiring steam or to be online to run it. If you buy it from Steam, I'm not 100% sure if you get the DRM free versions. You can link your TGC account and Steam account but I don't know if it going to automatically give you access to the DRM free versions in your TGC account.

  • It is supporting .fbx .dae .3ds .obj .x .lwo .blend to import.

    [quote:2g2i8yic]It makes more sense to me to keep this in the 3d package....otherwise we are reinventing the wheel here

    3D2Sprite is my attempt to learn something new and make something that I need anyway and works the way I want.

    I don't mind to reinvent the wheel if I can learn something from it

  • Hi all!

    3D2Sprite is a simple application I'm developing in AGK Basic for my own needs to make sprites from 3D models.

    Of course there are some similar and better tools out there, but for Linux we got nothing apart from Blender but I need something more instant, easy and quick solution that also works on Linux.

    It got very basic features and minimalist UI, it is not complete or polished by any means, there is plenty of rooms for improvements but it does the job what I needed for and I decided to share it in case someone else also need such a tool.

    So what 3D2Sprite can do exactly?

    You can load a 3D mesh in to 3D2Sprite along with it texture and animations, you can also set the color of ambient light and add some point lights, position them and finally capture the model along with animations on to images and use the images made this way as sprites to make a 2.5D, Isometric or 3D looking game inside a 2D engine such as Construct 2.

    In case you are interested you can find more information and free download of the latest version here:

    3d2sprite.blogspot.com

    Any feedback is welcome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    //EDIT: the Linux version is out along with some bug fixes <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

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  • Thanks for all the answers.

    Looks like I was misunderstood the reviews on poor performance, maybe it was about mobile devices, it makes sense to keep games simple.

    The games I have mentioned is examples only for complexity and scale :)

    Yes, the cross platform export for one licence (and need to pay only one time) is very engaging and it features too. :)

    Thanks again.

  • Thanks, this is great, I want to make a multiplayer board game, so performance is not a problem here, your tutorial is very helpful <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi.

    I'm about to purchase CS2 because it is on Sale on Steam and looks like a good deal regarding the number of platforms we can develop for. But I was heard a lot about poor performance in CS2. How bad is it? Is this a real problem? Is there anybody here who had to stop development at some point because of poor performance? Is CS2 capable to power games using huge scenes and complex AI for example similar to Warcraft 2, Diablo 1, GTA 1?

    Thanks.

  • Is there any news or plans on multiplayer plugin for CS2 at least for native platforms?

    I did some search on this topic, but the only thing I was found is a tutorial of how to setup and run a socket server, to make a HTML5 multiplayer game in CS2. But instead I would like to make an online multiplayer game on native platforms. Windows, Linux, MacOS and maybe on Android and iOS too. I'm not interested in HTML5 multiplayer game, but the only information I can find is that, how to make HTML5 Multiplayer game in CS2 <img src="smileys/smiley18.gif" border="0" align="middle" />. Any words somewhere on online multiplayer plugin for native platforms? Is there any plans to make an official plugin, ever?

    Thanks.

  • Thanks Blacksmith "is overlapping" works,but I thought it can be done somehow on collision also.

    amishstripclub,variables don't help in my case,because I'm using copies of objects.So if I set a variable true or 1 or 2 or whatever on collision or key press,it knows only the value has changed and what to do if it changed.But not recognise which object need to be destroyed .Destroy all copy of the object because of the same name.

    Now this is my second problem,if I make copies of objects,how to recognise which is which , which to destroy,which to spawn,which to move.if I pick UID and store it in variables seems don't work. <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Hi guys . I need some help again with the events.

    I would like to destroy an object on collision if a key pressed.

    I mean a copy of an object.

    For example:

    player:on collision with other object/do nothing,go to sub event

    -sub event key pressed/destroy other object

    But for some reason I can't use "on collision" and "key pressed" in the same event.If "on collision" has been used I can use only "key down".

    Why is that?

    I have tried to use variables,but in that case all the objects destroy

    Like this:

    (global variable created collision = 0)

    player:on collision with other object/collision = 1

    collision = 1/do nothing go to sub event

    -sub event key pressed/destroy other object

    In this case all the objects destroy,not only collided object because the second event don't know I have collided,it knows only collision = 1.

    I know I can store UID in a variable but how can I use that in event?

    I can use it like this:

    player:on collision with other object/variable = object.UID

    But there is no event to use it like this:

    destroy object:variable = object.UID

    spawn other object:variable = object.UID

    Anybody could help me please?

    How do I destroy a copy of an object on collision if key pressed?

    How do I reference to object.UID in event?

    Thanks.

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ddabrahim

Member since 7 Jul, 2013

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