GeometriX's Forum Posts

  • neutrinox, yeah, mixing in the scroll-to behaviour is sure to cause a lot of trouble. I'd suggest rather creating an invisible follow object with the custom movement behaviour that chases the ball, and scroll to that, rather. Or only activate the scroll-to on release of the ball.

    delgado, you'll have to provide a little more information. I just tested my example again and it works fine. Not sure what issue you're having exactly.

  • Thanks for this! It works perfectly, no fuss. Only "issue" is that it only works in a compiled app, not in the CJS Launcher.

  • Thanks Paradox, that's a really handy workaround!

  • Position in the layouts folder has nothing to do with it. Not sure where you read that but it's entirely wrong.

    The only way to specify the starting layout is with the First layout property, which you've done already. Construct won't "ignore that configuration", so it must be something else. Check that your layouts are using the correct event sheets and that you don't have anything obviously causing the problem, like a rogue Go to layout action that's firing in an unintended way.

  • Most advice you'll get will depend on the source, so I'll give you some from the perspective of a games journalist - assuming you want to get your game out there and have people playing it, possibly giving you money ;)

    • Yes, build a website. On that site you should have (in order of importance): A great opening page that briefly describes your game, includes a screenshot/concept art gallery, a gameplay video with minimal fluff, link to download a demo and/or pre-order; a dev blog; forums for player feedback.
    • Build a press pack. This must include a well-written press release made up of a short and extended description of your game, contact details, a bit of history about you or your studio. It must also include full-res screenshots with no watermarks, and a downloadable version of your trailer (mp4 format preferred). Make the press pack downloadable as both a single file and split into individual files.
    • Contact gaming websites - all of them, from AAA to indie-focused. Include a link to your website and press pack. Write a generic email body but tailor the opening paragraph to each website.
    • Make a demo. Give people something to play while you get your game finished. Ensure the demo explains the controls (possibly with a tutorial - don't assume people read manuals or text files) and the story (maybe have your intro cinematic done by this stage), and includes a decent slice of gameplay with glimpses of things to come. Don't make the demo too big or too small. Anywhere from 15-60 minutes, depending on what sort of game it is. 15-20 minutes should be fine for a platformer.
    • Set a release date. Give people something to look forward to and stick to it.
    • Set up a system for taking pre-orders and full purchases when the game is done. Humble Bundle offers a payment gateway that a lot of indies are getting into.
    • Lastly, if you're developing for mobile, get set up with all the right developer accounts now, so you can start testing. (This is more generic advice than any of the above).
  • What's with the tiled backgrounds? I thought this was about particle effects.

  • Ooh, that's a really good point. It might murder performance, but if handled delicately, having the ability to change particle sprites on-the-fly is a nice workaround to the limits of the particle object for those people who want them.

    Of course, the question is: would this affect all particles currently in the system, or only those as they're generated (to make a random particle generator, for example).

  • Gah, sorry, it's fixed now.

  • Containers aren't parent/child groupings - they're flat, so there's no ownership or hierarchy. It's designed to allow for more convenient picking actions in events, as well as simultaneous creation/destruction of all items in a container.

    What you probably want is families. A family can be assigned a single behaviour, and when you use that behaviour (like setting bullet speed, or initiation custom movement or whatever), then all the objects within that family will perform that action.

    Here's an example that illustrates this. You'll see that the green block has the drag-and-drop behaviour, so only it can be dragged, but both blocks are moved together with the 8-direction behaviour which they inherit from their family.

  • WS data is in the "OS:\Users\Username\AppData\Local\AppName\Local Storage" folder if you use Node-Webkit.

    If you need access to the files, or want to specify their folder, then I'd suggest creating a manual storage system using the Node-Webkit file management actions and expressions. Be sure to obfuscate the contents in some way, otherwise users will be able to simply edit their own save data.

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  • I don't want the save data to be associated with the browser AT ALL

    And I don't want the save data being deleted if cookies are cleared

    If you use Node-Webkit, it won't be.

  • I really do think that WebStorage should have its name changed. So many newcomers get the wrong impression from its name. Simply put: WebStorage can store data permanently to the user's hard drive.

    You should definitely read the manual entry on WS, as well the tutorials that cover saving game data using both the built-in system and WebStorage itself.

  • O.O

    Ashley, that would be killer if it could be arranged. If the process could be as straightforward as the likes of GTA or Rayman on mobile (i.e.: it just shows a simple progress bar and can run as a background task), that'd be ideal.

    Even if Google do raise that limit, it'd only be a matter of time before the new limit becomes too small for general usage, and so on until forever.

  • Aaah, cheers guys, that's exactly what I need!

  • This is a real quick, real small suggestion that I hope can be implemented easily. Just like objects have the property LayerName and LayerNumber - to determine to which layer they belong (very useful in picking) - I'd like to request a similar LayoutName property.

    This particular request stems from the fact that I'm currently working on a game which has a large number of layouts (one for each screen in a first-person adventure game) which all share a common event sheet. Some of these screens will have common objects that behave differently depending on where they are. While I can create a variable called Parent or something and manually assign it to every instance of the object (what I'm currently doing), it'd be far easier if I could simply pick them by which layout they're in.

    Thanks!