mepis's Recent Forum Activity

  • I'm pretty sure you would just be getting lucky and that the loops are processing so fast with such small indexes that they are eventually matching up. With the way C2 works, putting two for loops in the same condition run both loops at the same time.

    If you want to be exact and loop through, say every part of a two dimensional array, you would want to use a true nested loop.

    Ashley can shine some better light on this, I'm sure.

  • Personally, I don't think it's that important. This is just my two cents though and we both have different work flows. It's like comparing apples to oranges really. I don't think it'll save that much time.

    Color coding folders though, that is something I agree with. I don't know how much I would use it. I tend to focus on location of an object quicker than color or shape. Still, this could be a nice organizational improvement.

  • It might work better (next time maybe) to put the second loop as a sub event. Traditionally, a nested loop goes inside the first loop. What you have here are both loops running at the same time with the way Construct works.

    Essentially:

    Event: For X 1 to 10 : action

    Sub Event: For y 1 to 10: action (Set position to tile map x,y)

    Sorry, I'm at work and can't access C2 right now. If you need a better example then let me know. I can try and make one tonight or Wednesday.

  • From my experience with how the inners of APKs work, basically there is a link or a web request in the apps somewhere that is requesting a secure link. That warning is saying that the server that is hosting that secure link is using OpenSSL. I couldn't help you more otherwise. The only thing I could suggest is look at the exported code, both from Construct and from XDK, and see where there are request to any HTTPS links. You would have to investigate what those links are used for, where they are connecting, etc...

  • It sounds like your over-complicating it a bit? It is a change coming from something like C or Java to Construct. A lot of the concepts can be modeled the same, but the way of thinking of attacking a problem has be a bit different.

    For instance, to attach an array to a sprite you could create a container containing the sprite and the array. Everytime the sprite is created, the array will be created with specific values to that set as well.

    As Codah suggested, you could add instance variables to the sprite.

    More importantly though,the sprites hold their own values that don't need to be created for these. Like, if you want to reference the X coordinate of planet, in any of the condition or action statements, you would just use planet.X and likewise planet.Y. If you want to create a new object, use the system condition "create object" with whichever X and Y coordinate you want to use, or however you determine them.

  • I haven't tried this, but I would suggest try setting gravity to a negative number in the conditions for the object. It would be a day or two before I could play around and try this, but I think that might work.

  • Because Windows 7 8 9! Hah, just kidding. That was a bad joke that was running around the internet.

    Microsoft wanted to distance themselves from Windows 8. That's their official wording on it.

  • More updates!

  • Thanks for the feed back! I do need to find a different icon for the explosion. That makes sense.

    I like the idea of allowing a way to go back to a previous state before the explosion. I'll add that in. Doesn't seem like something hard to do and I'd rather give the player options.

    It's still early days. I plan on adding objectives and such. I need to implement the scoring system first. The objectives and missions I intend to keep adding for a long time. It'll be a long term project. After the initial set is completed, more and more will be added along the way.

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  • I lost a bit of time playing this game today. Very addicting and well done!

  • I finally have a presentable enough alpha version of my current project to share. It's called Project: Blast Box (name pending)! The premise is simple. Build things to blow them up.

    It's extremely early days right now. I'm getting the basic framework setup and the kinks worked out. After I'm done with that I'll get a scoring system up and running followed by some introductory objectives and game modes.

    So what do I intend to do with Project: Blast Box? I'd like to progress is and keep it going for a good long while. I intend to monetize it through a couple of small ads eventually and maybe donations. Otherwise, it'll always be free. I want as many people to be able to enjoy it as possible. I plan to keep adding random objectives and things as I go.

    So, what are you waiting for! Give it a try and tell me what you think!

    Copied and pasted from my project page from my website (mostly so I don't have to retype the controls).

    http://kurie.us/project-blast-box/

    Project Blast Box: Builds things up to blow them up!

    Project Blast Box is a simple sandbox game in very early development. The object of the game is simple – build things, whatever you want, to blow them up.

    How To Play

    Gameplay is simple! Build things. Place your explosives. Blow them up! Use the arrow keys to move around the screen. Click anywhere on the screen you want a brick to appear. All bricks are able to be dragged and dropped so move them wherever is needed. After you’re all set, place a few explosives around the screen (change to explosives with the orange box). Then click the button(the cheery bomb icon) next to the reset button to blow everything up! When you’re ready, hit the reset button (the circle arrow icon) to start again.

    Project Blast Box (name pending) is still in very early development. This game is a hobby project I intend to build on for a while. After I get the framework of the game built I will continue on with various other features, missions, etc… Check back often to see how progress is going! I decided to produce this game rather publicly. I realize that this might turn away some players by playing an unfinished product, but I thought it would be fun to let everyone see changes as they go. I will upload the changes as often as possible.

    Update 10/29/2014

    Some more tweaks were made. Mostly small stuff in the background.

    Block counts were added. This continues to build on the framework to add missions and objectives later one. It also helps to keep the game from crashing the browser from adding to many blocks (mainly balls).

    Update 10/24/2014

    It has been a busy few days. I wanted to get something presentable for people to play with. I reorganized the images, made some placeholder images for the objects, and setup UI graphics. Project Blast Box is much more presentable now!

    So here's the changes:

      All new menu and UI graphics (biggest change) Added a ball object to play with Changed some physics properties of the objects Behind the scenes tweaks to make future development easier

    Update 10/20/2014

    I’ve made a few changes for the good. I’ve decided to do the #30daydev challenge on Twitter as a chance to try and learn some new things and progress Project Blast Box a little further.

    So here are the changes (not uploaded at this time):

      Added triangle shapes to the game play. Started to expand the background with placeholder images. Played with a little bit of the physics. Started designing the menu.
  • I was actually researching this a little bit for an article. Ad4Game and Leadbolt seem like the best options to implant the ad inside of the game (or any other HTML5 app). Likewise, you could always create a frame outside of the app and place the advertisement there. If you did that, you could use a lot more advertising partners but the ad would be visible all the time and possibly ruin the user experience.

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mepis

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