saiyadjin's Recent Forum Activity

  • oh i haven't noticed, thank you for quick replys

  • hi, this is mostly question for Ashley or tom or whoever deals with this (or dealt with it)

    so i have made a game that i would like to sell as a source (exported folder of the game).

    it includes all the assets and commented "code", completely done by me, from nothing to everything.

    i've been reeding licensing and selling and i'm now not sure if i can sell assets only, or can i sell the whole game as a project for someone to continue with it / for education purposes and such.. ?

    can you give me more insight..? what am i allowed to sell, and what am i not?

  • Ashley - i agree about the sorting problem because you can't determine how many objects is nested under each object and so on.. but at least give us a "default" z-index on each instance, this shouldn't be hard (i presume) to implement and it could hit next stable. thnx

  • there should be dynamic z-indexing which i am missing.

    example - you have a house. when you character is behind the house - set the index to be behind the house, but when > 50% of Y (you get in front of the house) then set the index to be infront of the house.

    it would help with 2.5D games / isometric.

    also i hate how you have to change that all the time - example - i set that my mines for example have index 1

    and then i create a character with index 2. but if i again create a mine - she doesn't have default index 1, gets index 3 and is above both of the last objects which makes it wtf. i would recommend that you add a "default zindex" property Ashley (thnx)

    hi,

    i was just wondering if construct 2 export is using ECMAscript 6?

    if not do you have any plans into integrating the new/improved concepts that ecma 6 comes with?

    i've noticed that a lot of browsers (chrome and such) are implementing it and improving upon..

  • exactly. that's what i was thinking because of lot of types. thnx

  • yet again if you put them in family - each instance has that variable.

    i thought so. are you sure there isn't a way around this? (except putting each enemy to 100 and calculating differently for every enemy on hit XD (that's it XDDD))

  • hi guys,

    now there's a problem i'm dealing with. i have a health bar of size 100x20 (example)

    and i have 3-4 types of enemies with different max HPs. (let's say 100,200,300).

    if i want to show their health thorugh that health bar (with keeping the health bar size same) i have to calculate it's scale.

    example - 100 = 100 so no need for calcs, 200!=100 so i have to do (example, enemy has 150 hp out of 200 max):

    150*100/200 which is 75 and then i show 75/100.

    now the problem is here - i need to have a variable MAXHP (200) and variable currentHP (150) to calculate how much is that out of 100pixels. since i know the size of hp bar i don't need that var (100).

    this is the question - can i get rid of the 2nd variable (maxhp) and how can i calculate scale then?

    (i want to get rid of that var, because every instance then has that var, and i gotta put it by instance because many types of enemy)

    it's really funny how people call this product a toy, or whine about how bad it is, or such stuff, and they haven't invested nor 50hours in it at least.

    i've invested half a year in a game, and soon it will be finished, and that's just a starters game. Also made together with a guy.

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  • paradine - i use c2 because of simplicity and it's all i need (i love 2D games). that's first reason. 2nd reason is that my experience with directX programming is lesser. i could dwell into it for about 2-3 years and another 2-3 years of depth math problems with matrices and transformations to be able to build ONLY ENGINE (graphics) for a game. so yeah, it's a waste of time + i have no need for that. 3rd - i'm very good with desktop / mobile apps written in C# XAML/WPF and such, and web apps in Java. and 4th and last - i have a steady job and makin' games is my hobby - so i definitely don't have time to waste on what i mentioned in point 2. oh, and no 5. - today people use (let's say AAA games) already built engines that were developed by hundreds over a few decades (unreal, crytek, etc..) Oh want physics ? (havok) etc..

    the point of programming is not to do something, it's to do something right. you should really know some concepts of good programming that can be applied to c2's game building, though it's much more simpler.

    here's some help for you:

    https://en.wikipedia.org/wiki/Software_ ... nt_process

    https://en.wikipedia.org/wiki/Requireme ... activities

    https://en.wikipedia.org/wiki/Software_architecture

    https://en.wikipedia.org/wiki/Software_design

    https://en.wikipedia.org/wiki/Coding_conventions

    http://www.ibm.com/developerworks/websp ... erks2.html

    and more...

    once you dwell deep into this and understand all of it, and start applyin' it, you will see the difference in your programming / coding / eventing

    mcuh more clearer. oh yeah, also it's a rabbit hole with no bottom. i've jsut thrown here some links but i'm sure you can find much much more. don't get me wrong, i don't think you're stupid or something, i just think people need to learn this so they can understand stuff more.

  • people have problems with every game.

    it's developers OBLIGATION to make a clean bugfree (or at least non gameplay intrusive) bugfree game. if you're going to blame c2 for your bad deveopment skills then i have some bad news for you...

    also - look at the latest batman arkham knight - what a piece of crap that game was on PC. it ran ok on PS, xbox, but was crappy on PC. you don't see them whining about export and shit. they just went to remake the bad parts, and trust me there's a lot more to be done on game devs game then on their engine side. and guess what - that was supposed to be NATIVE game. that ran like crap.

    point is - if you make a html game that runs badly - you probably made some things that make it run badly. not even native will help you. example:

    people using 2048x2048 images and rotating it or something like that. <- this is idiotical because it uses around 900MB/s bandwidth. also add 3 more images like that - 3,6GB/s. good luck finding a card that can process stuff that fast (unless you have titan X or such). there's a lot of other stuff that people complain that is C2 bug / fix / not native but people have low knowledge and usually do things wrong and start accusing others because that's the easiest thing to do.

    so i recommend you leave programming/dev area if you can't dive deep into your problems and learn and fix them. i've spent over 14 years in programming( c,c++,c#, JS, Java and more), i know when to detect difference in my bad code vs performance heavy construct being used wrongly. problem is that most of people here do not. especially because they expect magic with events and not understanding what works behind them.

    p.s. to anyone who wants to understand performance better - export your game without minimize, open c2runtime.js, go through code and read online javascript problems and performance issuses - you might learn something instead of whining how "rotate behaviour works slowly".

    i'm really tired of reading noobs and nooblets on this forum whining about the same thing over last 9 months.

  • because you didn't export correctly?

    because you made some changes that cause error?

    post error log?

    anything else ?

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saiyadjin

Member since 19 Jul, 2014

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