OlivierC's Recent Forum Activity

  • When you create a new Event, select your array, and For Each element should be in the available condition.

    Here is a tutorial about how to use arrays. I just typed "array" in the search field on the Tutorial page. Not so hard to find. It's also in the manual

  • I saw some people on other forums saying Apple it trying to force people to make Apps for the App Store. Initially I thought that sounded like a crazy conspiracy theory, but the more I think about it the more I think it might be true.I would not be surprised. This is pretty much the reason they would not support Flash in the first place, so people buy apps instead of playing free flash games. Now that HTML5 is getting bigger, they are trying to do the same. But they can't just say "we don't support HTML5 anymore". So they try to discourage people from using it by surely not improving HTML5 support, and who knows, maybe making it even worse.

    I would not call it a conspiracy, but they are surely not making HTML5 a priority.

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    and in the long run, 2D game makers will avoid C2 because of this added level of issues. You will in effect kill the excellent 2D game engine to add something that only a few would actually use. I have no desire in 3D whatsoever, and chances are I would avoid using C2 because there is no way the 2D engine will not be affected by adding 3D capabilities.

    I agree 100% with that. This is one of the main reasons I chose C2 over Game Maker (that and also the pay-$200-to-export-to-that-platform bullsh*t).

  • You can try blend modes too: scirra.com/manual/146/effects

    I used the source out (or destination out I don't remember) to make the illusion of a character going through a door, with a empty sprite filled with color.

  • what you can do when the layout load, disable the solid behaviors of the objects enemies can go through, then regenerate the pathfinding obstacle map, and finally re-enable the solid behaviors. I have not tested it, so I can't guaranty what will happen when the enemy hit the doors, will they get blocked or go through? I'm not sure the collisions are tested during pathfinding moves.

    Edit: in fact you can disable the solid behavior from the beginning and only enable them when layout start, the obstacle map should already be generated, this will save you from having to regenerate it

  • Have you tried this tutorial: scirra.com/tutorials/240/physical-bike ? I have not tested it but it seems to correspond to what you're describing

  • One way would be to save the coordinates at the beginning and the end of of the touch, and then calculate the angle of the resulting vector. Problem is this only works for one clean swipe. For long, continuous gestures with changes of direction without releasing the touch, you'd need to repeat the above action periodically. Like every 500ms or every second, get the current touch coordinates, calculate the vector using the previously saved coordinates, rotate you sprite, update those said previous coordinates with the current one, and repeat until the touch is released.

    In order to get a clean rotation and not a jittery animation, you could use the Rotate Toward Angle action instead of Set Angle

  • well thanks for your answers. My question was not really about "is it worth it ?", I know it is. I'm having fun with the personal licence, I already went over the 100 events limit of the free version in just one day as I was making seamless input switch for my game (going from keybord to mouse to gamepad on the fly), all that in a web browser, really cool.

  • I was thinking of the same as tulamide, expect I would use a boolean variable instead of comparing time: initialize the variable to false, set it to true on layout start, and check if it's true every-30-seconds. Just bit simpler IMO

  • it's actually quite simple. You just need two objects, a background bar, with a static width, and a progress bar, displayed on top of it, which width varies between 0 and the background bar width.

    You just need to update the progress bar width on every tick, by a simple ratio calculation. the background width represents the total sample duration, so you just need to set the progress bar width like this:

    backgroundBar.Width*Audio.PlaybackTime(tag)/Duration(tag)

    where tag corespond to the one you gave to the sample you're playing.

    Then for a seek function when you click the progress/background bar, it's the reverse ratio, you must convert an X position on your background to a position in the sample duration.

    Audio Seek to (Mouse.X - progressBar.BBoxLeft)*Duration(tag)/progressBar.Width

    Then, making it draggable should not be too hard, just add another sprite for the knob, update its position at the same time you update the progress width, with the same value. Give it a drag and drop behavior, constrained to the horizontal axis only. This makes it draggable. When you release the drag, just use the same expression as above for seeking, except replace Mouse.X with knob.X

  • Thanks for the info, I thought had to wait for the next stable version to be released before steam can auto-update. I will try that tonight

  • Hello,

    My name is Olivier, I'm new here. I'm a professional 3d artist, formerly programmer, and I have always wanted to make my own game. In fact I had started making my own 2D engine in C++ over a year ago. I know it's kinda like reinventing the wheel, but that was part of the challenge.

    I had made some good progress, I was able to make a basic platformer and a point-n-click proof of concept.

    Unfortunately, it's still missing many features, especially some kind of content editor. It's still a long way before I can actually start making the game itself and I don't have much time to work on it. When I do, I can't remember where I left it, I have to re-learn how to use my own code. Eventhough I use notes and comments, I can't remember what works or not, what needs to be done next, and I quickly loose motivation and forget it for another month.

    So I decided to just forget the "make my own game from A to Z" idea and decided to give a try at one of those game making programs. I remember seeing some on Steam. I hesitate between Game Maker and Construct, I did some research and decided to give Construct a go first, it looked easier to learn, I like the idea of HTML5 based game, and I liked its philosophy better (pay once for everything and not this DLC bullsh*t).

    So after doodling with it for a couple of days, doing tutorials and getting better result than what I had achieved in the past year, I decided to buy a license to use it at its full potential. When I got to pick which, of course, I decided to get the personal one. It's not that the business license is that expensive (compared to some software I use at work, it's nothing), but hey, make a good game first, then we'll see if we need one.

    Which brought me to wonder: How many of you actually had to buy a business license yet? I'm not asking how many bought a business license from the beginning, "just in case", thinking they'll make it big.

    I'm asking, how many of you were required to upgrade to a business license because they had reached the maximum income they could make with a personal license.

    I'm not particularly hoping to get rich with Construct or to make it my main source of income, I already have a job I like (although I would not mind if I made a few bucks out of it). I just want to make a game that I can share with my friends and as many people as possible. But I'm just curious about Construct's potential. Like, I would expect people to make a couple hundred dollars, but I'd be surprised (in a good way) it I got 50 people telling me they made more over $5000 with their game made in construct. But hey, maybe I'm wrong, which would be a good thing. I'm not someone trying to get convinced to get Construct, I already got it and I like it, I'm just wondering how big can you make it.

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OlivierC

Member since 7 Sep, 2013

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