digitalsoapbox's Recent Forum Activity

  • Started sketching out tiles for the next stage, a graveyard at sunset! There's enough night time graveyard levels in other games, right?

    Like the tiles for the existing stage, these are sketched by hand - well, technically with a tablet, while the first stage's were sketched on post-it notes - that'll be used as placeholder art until the final vector versions are created.

    *EDIT There's more tiles over to the right, but the forums don't seem to be resizing images to fit any more

  • Ashley, could you provide any guidance on the syntax for this?

  • I've got 20 different events sheets to more easily manage different parts of my code. There shouldn't be a huge performance impact if you make sure any code that isn't relevant to what's currently going on in the game isn't being checked. Even if you don't worry about that tiny little bit of optimization (like turning groups on/off to turn sections of code on/off), it doesn't seem to noticeably impact performance.

    Keep in mind you can also include different sets of events sheets with other layout-associated event sheets, so if for example there are no enemies on a specific layout, just don't have the event sheet with the enemy behaviors as one of those included with that layout.

  • I'm trying to pull an RSS feed into C2 using the AJAX & XML plugins. Everything works fine except for pulling in the <content:encoded> node from the feed since, if I understand things correctly, encoded is a tag on the content node. Anyone have any idea how the expression should be formatted to read the content of this node? Pulling in <description> works fine, but lacks the html formatting of <content>, which is why I'm hoping to pull that in.

    Test feed:

    http://pixelmetal.com/category/SombreroDev/feed

    Working expression:

    XML.StringValue("description")

    Not working expression:

    XML.StringValue("content:encoded")

  • If I remember correctly X-Com Interceptor used .MOD/.S3M format music, a couple older formats that allowed for semi-dynamic music playback in a wide range of games in the mid-late 80's & 90's. I think the Windows version may have also had soundfont support w/ MIDI on Soundblaster cards...it's been awhile, though.

  • Very cool, will check it out.

    Out of curiosity, how long did it take for Nintendo to get back to you after you'd reached out to them to become a licensed Wii U developer?

  • ...pretty sure it's already been made clear C2 is officially 2D for the forseeable future. It's not like there aren't already 3D game development tools out there better suited to that task than trying to shoehorn it into a program geared towards 2D.

  • I understand you cannot make a native exporter, but why the hell we dont have a non native official exporter like crosswalk after 2 years?

    1) You lost lots of money which you could earn by selling this addon and support your community too.

    2) Lost of sale and made your customer base knock on doors...

    This is goin nowhere, ill just stop posting on this matter...i am already derailing... every time Ashley talks about HTML 5 future, i get a headache.

    Because there's no point in having one when JS is interpreted at near-native speeds. "Near-native" being a technical term for "nobody can tell the difference in practice so don't pretend you can."

    1) Uh, what? Sell add-ons if you want, but if your goal is to make money w/ add-ons, your best bet is Unity. C2 is for making games.

    2) Why would you lose sales? Why would you blame the software when you didn't design it properly for the target hardware?

    If you're getting a headache, it's due to the cognitive dissonance between what you're being told is true and what you'd prefer to believe is true. HTML5 is fine and there's a reason support for it on desktop, mobile and console - MAJOR consoles of the NEW generation now ALL support HTML5-based games & applications - has been very rapidly increasing for the past few years.

    "That being said, an outlook to the future cannot solve current problems" it was the same retoric 2 years ago, HTML 5 will be great in the next years, it will be the holy grail, 2 years later, well HTML 5 will be great in the future... Yes, i am sure it will have a big place on the market, not as big as Scirra and other bloggers like to promote, at least not at first, but what about now? What we do now that we bought this software? We makes games that the engines wants, but not those that engines promotes that we can. You really should remove that marketing crap from the landing page, its so deceiving. "It can export to ALL platforms here, but * with some problems lol.

    You don't know what you're talking about. At all. HTML5 + JS is a sign from the heavens that development, game or otherwise, doesn't always have to be a giant pain in the ass. And WebGL? Holy cow. Have you ever tried to write a straight OpenGL fragment shader? I'd rather pull my toenails out with pliers, but how elegantly it's handled through WebGL/C2 is a breath of fresh air.

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  • Other issue is that events are going in one big loop,

    so 100 events may be good for simple game,

    but 10.000 events (I guess) could kill even desktop

    Then you're doing it wrong. There's no reason to loop through every event every tick.

    also bullet behavior that isn't 100% smooth both on mobile/desktop

    Sure it is. Look at your code and see what's slowing it down.

    also saying "use Crosswalk" is not serious at this moment

    and +18MB apk size can dramatically decrease number of downloads on Google Play

    It's not 5 years ago. 18MB is nothing. The last mobile game I downloaded was 100+MB, and some larger titles top 1GB.

    but yeah... anyway: there is no competition with anything similar to event sheets

    The new version of Stencyl is mobile-friendly and no longer limited to Flash only export, if you're looking for a C2 alternative. Though having used both and compared the upsides/downsides, C2 is an easy choice. If you hate yourself, there's also GameSalad, but I wouldn't recommend that to my worst enemy. MMF and Gamemaker don't have the featureset or ease of use while still allowing some semblance of commonly coding syntax of C2 either. They do a little, but not to the extent of C2. If you've ever done real development, this makes getting up to speed on how things work an extremely fast excercise.

    As for Unity: I've also got a Pro license for Unity. Have since v2 was first released. I use it on an almost-daily basis for non-game projects for my day job (freelance interactive designer/developer). And when I was looking at the best choice to make the 2D game project I'm currently working on, I chose to use C2. And I've yet to find a better 2D solution for desktop (my target for my current project) or modern mobile devices that both allows me to reach the level of quality I'm reaching for and still have the kind of control I require over how things work while still abstracting some of the low-level code that I'd prefer not to have to deal with. HTML5 may not be 100% perfect, but it's a heck of a lot better than Flash (which I've used for animation since it was called FutureSplash, and for development since Flash 3) in both performance and ease of use. In fact, this debate over HTML5 isn't drastically different from what Flash itself had to go through in terms of acceptance.

    I'm not the type of a person to be a software apologist - I have no personal loyalty to any bits of code - but if you don't think you can make a full-fledged 2D release with C2 that has the potential to be competitive in a tough market, then you're doing it wrong and it's not the software's fault.

  • Is there any reason there are separate keys for mining in each direction? It may be more user-friendly to make that one button and the direction is based on the direction the character is facing.

    Either way, good start!

  • Thanks!

    My layout size is actually kind of gigantic (5248x3008), though it doesn't really need to be - all the action takes place in a 640x360 area that scales based on window size, which is what my final layout size will end up as once I've worked out the best way to scale Canvas objects based on the size of the tilemap I'm loading through the TMX Importer plugin - the built-in tilemap features don't include everything I need for my game, like attribute assignment for individual tiles. Any tile without an interactive attribute gets pasted into a canvas so that dealing with them is just fire & forget.

    The tiles/characters are all 64x64, but the artwork inside each is 128x128, so that when the game camera zooms in & out the visuals stay nice & crisp. Though I should add that when I say 64x64 for the character, that's really just it's overall size (and even then it's more like 72x72) - the characters are animated w/ Spriter and they're made up of around a dozen hi-res images.

  • Arima, same w/ my thread:

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digitalsoapbox

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