SirSpunky's Recent Forum Activity

  • Nice graphics and physics!

    I think you should try out some different mechanics for shooting the ball. Right now it's a bit confusing how to aim sometimes.

    One way would be to keep finger pressed while aiming, and that it at the same time shows an arrow pointing from the ball so you know the direction it'll go.

    Or you could try an Angry Bird-type control, where you drag behind the ball to aim and release to shoot. That way you could also control the power of the shot. However, you would have to adjust some levels so you have space to actually drag behind the ball.

    There's also some slight lag on the start screen, and when shooting the ball sometimes, that might need look into.

    Good job so far!

  • Love it!!! Great atmosphere. I managed to finish all levels.

    I think you could improve the gameplay by making it always aim even before you click, so that clicking only focuses on the power. That way you could focus first on aiming, then on power, which would give you more control.

    Another alternative would be to make it Angry Birds-like, so that you "pull" (click and drag on the ball) to aim and shoot, and the further away you pull, the harder you shoot. This would also work with touch.

    Although the graphics were great, it was a bit hard on some levels to know where to go and to identify obstacles and their hitboxes. So it was a bit hard to use the environment to your advantage, which could be something to keep in mind in future level design.

    Other than that, really good job! I think it would make a great mobile game.

  • I agree with you guys that it's a serious issue, but no need to mock Ashley. It does sound like a bug within Node-WebKit.

    If you didn't already, you could also report the bug at Node-WebKit web site or start a thread at their discussion forum. You could send them the compiled apps so they could analyze it. Maybe it's related to certain Mac OS X versions, or maybe you could find certain input types or projects that give no lag that could help them solve the bug.

    The other issues of Node-WebKit, what are those exactly? I'm interested as I'm also developing games for NW.

    I do like TiAm's idea of being able to use previous Node-WebKit versions. It would be a useful feature for released apps.

  • Thanks for the advice. The problem is that I need more flexibility to load multiple files from custom folders, but I think I'll be able to do this using Node-WebKit's ReadFile().

    The problem is that I really need to be able to load the graphics of Tilemaps through events, so I really miss "Load image from URL" for Tilemaps.

    As an alternative, I experimented with generating custom tilemaps of small areas on a canvas using Javascript, and then load the resulting image on large Sprite objects. This would be no problem memory wise as all content is procedurally generated on the fly, but it somehow was much slower than using the built-in Tilemap object. This was partly because I needed to convert the canvas to a data URL before loading it into a Sprite.

  • Hi,

    I don't seem to find the action "Load image from URL" for tilemaps, which exists for both sprites and tiled backgrounds. Is there a reason why it's missing for tilemaps?

    I'm looking into moving most of the graphics of my Node-WebKit game into external files in order to make it easier for me and the players to create custom mods and content. The best solution I've come up with (in theory) is to create a lot of blank sprites and tilesets and then use "Load image from URL" to load the graphics on the fly from external files. Or is there some other way to do this?

  • Wow, I'm really looking forward to this! I think 3D can complement 2D really well. For example, in a top-down 2D space game I'm building, I really want to try adding 3D planets in the background. 3D planets would give me much more possibilities, such as higher surface detail, smoother animations, more flexible lighting and extra layers such as clouds.

    Thanks for sharing this!

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  • I prefer the Default theme's lighter colors over the more grey-blue Windows 7 look. The Default theme to me has a better contrast balance overall, making it easier to distinguish action lists from each other. However, it would be nice to have some other colors on variables/includes as MadFactory said.

    Although I like the green variable definitions, my least favorite part of the Windows 7 theme is the dark grey include boxes. If you change this theme to the default, please consider making them lighter.

    The other two themes have more severe contrast issues and just feel too grey.

    The Default theme with lightly colored variables/includes, and a more light-bluish tint rather than purple would be awesome.

  • You can use the layer's name instead of the number, for exemple : "Game Layer"

    Oh my god. How could I miss that?! Thanks a lot, that makes it so much easier. Then I don't really mind anymore. That was my biggest worry of the two.

    Thanks Ashley and Nathan, I know about those, but I still think making individual instances selectable and removing the filter from the z-order list would make it slightly more intuitive and useful. But definitly not top priority, especially if they're tricky to fix.

    I was more worried about the layer ID:s, but that kind of solved itself :)

  • Layers are a really cool and powerful feature of Construct 2. There are just two small things I miss that would make them even easier to use:

    1) Unique layer IDs

    Currently, layer IDs are more like a sort order, as they're based on the layer order. This makes it tricky to use them to identify layers (for example, when creating new objects through events) because as soon as you add a new layer, the layer IDs change. What I miss is either a constant numeric layer ID that doesn't change based on ordering, or the possibility to add your own custom identifier to a layer. You can use variables to store your layer IDs, but you still have to update them manually everytime you add/delete/reorder layers which is quite cumbersome.

    The easiest solution might be to implement some kind of "lock layer ID" checkbox on layers, so that IDs stop changing based on sort order and instead just auto-increment. Or an editable textbox called "Identifyer" underneath the layer name in the layer settings, that can then be used instead of layer ID in events to identify layers. This should be both back- and forward compatible.

    2) The ability to select objects from the Z order list

    We already have the "Z order" window, which is awesome. However, currently you can only "Flash this instance" and not really select objects using this window. If you could select them just by clicking on them in the list, that would be very useful when you have many small objects on a layer that are hard to find and click on using the normal view.

    I also think the current filter in the Z order window is a bit too smart for me, as it hides objects that are not overlapping an object when it's selected. Although it's an impressive feature, it would be great if you could disable this feature, to always show all objects on the active layer, even if an object is selected. Maybe this could be changed at the same place you choose "Show active layer only" (which I prefer to leave on).

    Sorry if these ideas have been mentioned before, or you already have them in your todo. Love the new beta versions, and your focus on tilemap and multiplayer support. Keep up the great work!

  • Just for your info, the latest Chrome version seems to misalign circles created by "Draw circle". However, it works fine if I export to Node-Webkit, so I believe this is a problem with Chrome and not your plugin. The strange gradient effect I had before is gone though.

    EDIT: The misalign is quite small, but can be seen when drawing very large circles and placing objects along the circle borders.

  • The latest Chrome version broke something for me with "draw circle". Drawing large circles of certain sizes at certain positions makes a strange gradient effect appear next to the circle borders. I'm pretty sure this is a bug in Chrome's canvas drawing and not in your plugin though.

  • Ashley

    Ah, of course. I sometimes forget that Construct 2 is also used to make embedded web games, as I'm working on a full stand-alone game.

    Here's a bug report with a .capx:

    scirra.com/forum/topic76648_post458873.html

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SirSpunky

Member since 4 Aug, 2013

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