Havok's Forum Posts

  • I seem to have got it working - if I maximize Chrome close it and then re launch maximized it seems to pick it up.

    If I just launch and it stays normal (non maximized) it doesn't pick up the controller.

    If this is not a bug, is there any way it could be forced to check for a controller?

  • Seems it's not working for me...

    I am using a MacbookPro and my gamepad is an Wireless Xbox360 gamepad connected to the Microsoft Wireless receiver.

    The controller works on Mac, Steam on Mac, Windows 10 on Bootcamp, Windows on Parallels, Steam for Windows as well as on Firefox and Chrome when going to http://html5gamepad.com/ for the testing.

    In Construct 2 it works on the example project running in Edge and Chrome via Bootcamp.

    I've made sure Chrome gamepad support is also set to Enabled although I am sure it's enabled in Default mode anyway.

    Made text just displaying "Text" that would change if it's supported to "Supported" to "Connected" if any Gamepad is Connected.

    I see it change to "supported" but not to connected i've followed the way it's done in C2 as well (Not much to it really). I've tried changing it to Gamepad 1 from Gamepad 0 etc. No dice.

    Anyone else tested this yet?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • TBH whenever I read "Procedurally generated" I see.... "A hollow game where you need to make up gameplay to have fun"

    Games i like have been properly designed. Good levels, good story unless it's something like DayZ where almost everything goes.

    i.e I like a set dinner rather than a buffet.

    Roguelike is a bit different.

    You can decide how you want your character / player to build upon skills / experience.

    Even games like the original Fallout is Roguelike imho. A lot of time Roguelike is mistaken for an RPG-like nowadays imho.

  • I read that thread now and I see the pro's and cons.

    I think something simple to at least make it not so obvious for layman to just rip the assets should be ok.

    Maybe the Plugin route is better. The people that want to add soe kind of protection can do so via a plugin.

    Either case, it will happen no matter what you do I guess. If they want steal the content there are ways.

  • Does it do it in the latest version R19 as well?

    Have you got any popup blockers installed?

    Have you got the latest version of Chrome installed?

  • I'm sorry if this has been asked before but I have not seen anything about it.

    Does/ Will Construct 3 provide encryption and/ or obfuscation of the published game?

    I read on Buildbox forums that a lot of their Iphone and Android games have been basically stolen ripped from adds and re-uploaded. The developers seemed to have deemed this a big issue - for good reason - and is building some sort of encryption for the next version.

    If there aren't any currently. (Last I checked with C2 there were none)Are there any way of adding some sort of protection to those desktop and browser games? If not currently is this a planned feature for C3?

  • Thanks people.

  • I'm guessing there is a difference in performance depending on the amount of events you have, but a difference between 5 and 10 events is probably insignificant. The amount and type of actions you have in each event has a lot to do with it too.

    That's exactly what I am trying to make a conclusion on.

    Is the 10 Events with 1 action in each faster than 5 events with 2 actions each? I'm wondering if it will be a Moot point

    and then in actual fact be the same in performance wise.

    I know I'm over simplifying it but I suppose we can make the numbers say 100 events with 1 action each vs 50 events with 2 actions each.

  • Generally, does the amount of events impact speed?

    Say you have an action that takes 10 Events to do a certain task...maybe lets say something simple like movement and flipping animations etc.

    If you do that same task in a different way and it takes 5 events, does it speed up the game or does it not really matter much when run?

    In other words does the task (what it's performing) have more impact than the number of events?

    Does the amount of sub events impact speed more than just usign a regular event.

    I know this is kindof a general question but i'm trying to test some things w.r.t performance.

  • Thanks Ashley. Very handy indeed.

  • What exactly does that option do specifically technically when chosen to create a new project in Construct 3?

    Is that only for scaling purposes?

  • Havok

    I will definitely make tutorial on these topic

    but currently i am working on some tutorials

    1) maze (a) key (b) door

    2) purchase from collected coins

    3) One Excel Tutorial

    after these I will make Player follower tutorial

    I do all those things when I go for home after my Job

    Fantastic! No rush, just some ideas for you.

    Thank you for the tutorials, there can never be enough

  • luckyrawatlucky Pretty cool!

    How about a Player follower tutorial?

    You will see the "Ghost" player follow the movements of the Player a bit afterwards

    https://youtu.be/M8beT4d7HIw?t=1m20s

    I think one will probably store the movements in an array but not sure.

    Another easier take on this is like the Orb that follows Ori. not the same tutorial though since this one is a bit easier...but cool nonetheless.

    https://youtu.be/-Ys8MvlfiMA?t=16m35s

    An inventory tutorial.

    A Wall climbing / Hanging tutorial.

    Charging attack / Shoot Tutorial.

    ....thinking about this some more and to try sound less cynical about the performance issues.

    The opposite is obviously also true.

    If there are major breakthroughs from Chrome et al (Khronos group) with HTML5 and WebGL2, etc then we reap the benefits.

  • I would love to see the tests like this with Fusion 2.5 and Stencyl as well. Both have free versions.