NetOne's Forum Posts

  • So I download and try. I love space games...

    This is my experience.....

    There are too many instructions at the start.

    I want to skip this and learn to play myself.

    If the game is so complicated that it needs a tutorial then have in game tutorial during the first level.

    Then even after I read the tutorial and I have completed the first level.

    But I cannot do anything on the second level.

    Either I am being stupid or the game has broke and does not register my touch.

    I think maybe I have to farm something

    I choose level one again but now my touch does not work (or maybe I don't understand the control)

    The game looks very very interesting and well produced but is not user friendly.

    I become frustrated and loose interest

    So I close and move on ......

    This is the brutal world of video game.......

    I think if you sort this out you will get load of players and also a little marketing as always is needed.

  • Also, I found the cocoon.io performance (for my very pre pre alpha game) (using the accelerated Canvas+ option) to be maybe 20-30% better than native browser and other wrappers.

  • To follow up. I just introduced a small array 5x5 into my game then processed some simple calculations with it for enemy positions in a fast sidescrolling shooter. And the framerate tanked on my target Xperia z1. FYI I am aiming for mobile. it seems there are good reasons why there are not so many complex browser games on mobile....hmm. Stick with the tilemap thing.... I will hard code these enemy positions if I have to.....

    Just FYI. Please disregard this comment. At the time I was new to arrays and wasn't using them properly. In this case I wasn't closing them or limiting the size and they were getting huge very quickly causing slow down. Now that I half know what I'm doing I can see that they are super efficient.

  • spacedoubt

    thanks I did try it but I couldnt see a way of doing it directly with construct 2 built in features hence the pseudocode

    calebbennetts

    yes, currently I am solving the issue by picking instances before feeding them to the function but it will prove very ineficient for large amounts of sprites and you cant use this pick by evaluate within an expression hence the question.

    R0J0hound

    Dude , youre a genius. Why didnt I think of this?

    I feel a bit dumb now......(especially as I was talking about functions. See Im starting to understand this construct 2 stuff but im still not thinking like a coder)

    Thankyou very much

    I will try it this weekend and post a capx so people get what I was on about

  • I'd say you will need to combine a dedicated toon sprite with faded edges with a particle emitter with balls of the same colour with faded edges both on an alpha threshold effect layer to blend the surrounding or trailing sprites while keeping a solid outline, behind the sprite you want to outline.

    There is a download on the first post here

  • digitalsoapbox

    Dude, your game is clearly awesome and is a true showcase for Construct 2, so it is great to hear your views as one of the few are producing serious content.

    Looks like you are getting the bad reviews on steam because its a multiplayer and people are having issues with server connection or empty lobbies. Literally people cant play your game.

    I don't think steam is the right place for your game. there is just too much going on there.

    Personally with something like your game I would do free to play with adds and shove it all over the net through browsers.

    also I would wrap into an app (with cocoon for accelerated performance) and put it on NVidia Shield TV , those things are really powerful, you are dealing with consistent hardware , they come with 2 joypads mapped like xbox and there is a lot sold with people sat in front of their tvs desperate for content.

    not trying to be an ass , just giving my 2 cents....., just hate seeing good games not selling.......

    Anyway your game is inspiring me to continue with my lowly endeavours

    cheers..

  • As above

    Is it possible to pick object instances based on an instance variable directly within an expression?

    For example

    If I have 5 point sprites P, each with an instance variable “ID” = (A) to (E) .

    And I want to draw a line between only 2 of the points, say P(ID=B) and P(ID=E).

    Then is there any way to pick them directly in an expression?

    Specifically thinking, passing function parameters in a function call?

    eg in semi-psudocode.... just calling a function passing the X and Y values of P(ID(B)) and P(ID(E))

    On button click - call function (“drawlinebetween”) (Parameter(0)= Sprite P(with instance variable (“ID”=B).X), Parameter(1)= Sprite P(with instance variable (“ID”=B).Y), Parameter(2) = Sprite P(with instance variable (“ID”=(E).X, Parameter(2) = Sprite P(with instance variable (“ID”=(E).Y ).

    On function “drawlinebetween” - [draw line between points XY1 and XY2] (function.Para(0) , function.Para(1), function.Para(2), function.Para(3) )

    ?cheers?

  • +1 from me....

  • Just tried squidsters cap x and just cloned 4 more rays. It does everything you want. It seems very very efficient.

    https://www.scirra.com/arcade/other-gam ... cast-14205

  • Its an interesting argument.

    I wouldn't have touched Construct 2 unless it had said "no programming required"

    So I'm very glad it did.

    But from my 6 months with construct 2 i think i can confidently say there are 7 things that you will need to have , or acquire, to achieve anything with Construct 2.

    An ability to quickly investigate, understand and formulate solutions to technical problems.

    A basic appreciation of general programming logic.

    A basic knowledge of maths

    Some artistic ability

    An appreciation of sound and music production

    An ability to remain organised, focused and determined.

    A true love of games with a deep understanding of what makes the good ones good.

    Happy new year folks.....

  • When I click any of your links I get "Not available in my country" (UK)

    ?

    Also

    search on google play 0 no results

    ?

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  • Haven't used intelxdk have to wait until next week to try that. ( I only get to mess with construct on the weekends

    The game and graphics and sound effects export is 1.5mb so far. But it is prototype so lots to add in future. The drum and bass tune ogg file is 4mb!!! I never noticed this before! Will have to make this smaller.

    Construct said approx memory use is 10mb.

    The upload zip is 5.5 mb

    The wrapped cocoon apk that comes out is 10.5mb.

    so Cocoon.io adds around 5mb to the file size.

  • [quote:1vsri03n] I don't think there's a solution that will let you make a solid platformer with intuitive controls using touch controls, it will never be like using a keyboard or a gamepad

    I have to disagree 100%. I can think of 100 different ways to make touch controls intuitive and invisible for a platform game.

    The thing with touch is that it cannot not and should not be standardized like a joypad or keyboard.. Each touch method should be tailored specifically for the game its self. Very very few games get it right . even games from the big companies, most are still thinking in terms of traditional input methods such as keyboard joypad button etc..

    You have a whole screen to work with , to make into your own magic joypad, you can program any layout and input method you like from drags, swipes, taps, multi-touches but people are still thinking in terms of left button right button , touch the player to drag around touch the enemy to shoot etc blabla.

    for example if the OP wants player to left right jump and fire.

    why not have a linear x axis only invisible floating joystick on the left for run left right ,

    have a swipe up maybe on the left for jump.

    right hand side could just be hold to fire double tap to change weapon, or a floating analogue stick for 360 firing.

    its all possible and construct 2 gives you the tools to do it very easily.

    just need to think outside traditional input methods.

  • I thought it said fantastic breasts....

    .....Need to go to specsavers....

  • Invisible floating stick on the left for movement and a huge invisible button on the right that takes up half the screen for jump. note the button isn't just for the jump, it is to record the Id of the right hand touch to be used for jump.

    There is a tutorial on here somewhere which does that and I adapted to make dual invisible floating sticks.

    I just made a video for some other thread. As u can see there are no controls on screen. Control is intuitive and responsive like having a dual pad in hands. It also floating and dragging. Meaning that wherever u put ur thumbs is point zero and if you reach full throw the stick drags along. however it is worth noting that I put the hud all at the bottom as that's where ur thumbs are. If you have a camera that stays center on player then you won't need to worry about this.

    https://drive.google.com/file/d/0B6AQ9z ... p=drivesdk.

    Cocoon.io apk on Android on Xperia z1 compact a small a rather old phone.