shinkan's Forum Posts

  • Yes, but WebRTC is for multiplayer only as far as I can remember. So it's not a big deal. Lets wait for XDK first, and worry later.

  • File size / 2 Nice! Now we need to wait and see if XDK guys will add an option to choose between Crosswalk and Crosswalk Lite.

  • It is possible. And it's not that hard or difficult. But it requires quite a lot animations and setups.

    This is a small part based on my very old project, which was unfortunately dropped because guy responsible for all sprite animations stopped answering to my email without any reason... Yeah don't know why but in game development people I only had problem with were always graphic designers/animators - quite few of them :/

  • I like your shadow implementation.

    I made this one for myself few months ago, but since then i could not figure out a way to handle shadow scaling, so I never published it.

    But there's a one thing that may interest you for your drop shadow future updates - colored shadows

    (fx may be a bit messy, cause it is and probably alway be work in progress)

  • Perfect timing for asking delaflaquita Intel integrated the expansion file plugin into the XDK build system today!

    Tomorrow I will run few tests and report.

    From where you got that info?

  • After months of phone calls, emails and other not so nice exchange of words with my ISP they finally stopped blocking my connections. Few minutes ago I got an email saying that "it should be ok now".

    I have only one more question. For now to be able to connect (and others connect to me) I need to turn of Windows Firewall completely. Can someone tell me what ports I need to set, or how can I check which ports are use by multiplayer plugin? I'm using Win 8.1 and I'm a total network noob in that subject.

  • Multiplayer - no idea, I was never able to use it, can't connect to anyone. Although I can easily play any MP game and use MP in any other game engines.

    To sort some things out, I want to revert that one sentence.

    Few minutes ago I received an email from my ISP that "everything should be ok now"... and it is. I can finally use multiplayer plugin

  • Not sure You noticed but most of the "big features" were added... just to be added. After that, hell with them.

    SpriteFont - make a dozen of events for each font just to set spacing between letters. Nice, SpriteFont+ let's you do this by pasting text into properties = 0 useless events.

    Shadow Light - yup, if you want your entire game use one single light only then you can use it. Just remember to stay away from solids cause they will mess up your shadows. Otherwise useless.

    Tilemap - posts above said it all.

    Multiplayer - no idea, I was never able to use it, can't connect to anyone. Although I can easily play any MP game and use MP in any other game engines.

    No offence to Ashley but he keeps adding "new" things and then forgets about them. And like Tokinsom said "Ashley is so against "reinventing the wheel" yet does it all the time.

  • Obviously what we are doing here is just a "wish list" (from our, game developers point of view) of things that could help and make stuff easier in future game development. And it's entirely up to Ashley (and lets hope his future team, as a more than one person working full time on C3) to have a look and consider our proposals.

    Things like "Construction Script" or beloved "native exporter for every platform" probably will never happen

    But there's a lot of other stuff in this thread that are to good (and in some cases essential) to simply be ignored.

    When C2 showed up for a first time (maybe few releases later...) it was great, wow, cool and all sweat and sugar. This is a true, I was amazed about a huge difference between C2 and CC. But it was 4 years ago. Meantime technology changed UE4 showed up, then Unity realized that it would be nice to have some kind of an update after a long time. and other engines get updates too etc etc... But unfortunately C2 is still in same spot. We had a few big updates, few technological addons to make everything work better, faster and smoother, but besides that... ?

    Simple things, easiest and obvious one took forever to add... and there are still some idiotic things that probably will never be fixed.

    How long we have been waiting to be able to use different hotspots in Tiled background for example. Or to use Tab in properties panel, hell Tab is still not working for grid setup....

    So my biggest request for Ashley for C3 is to not fuck this up this time. Unfortunately after CC must say "again". C2 is very stable and ready for making games, but with all this small issues still looks unfinished. And in a year or two when C3 will be released I can bet that C2 will still have this small issues

    ok. I'm off-topicing to much.

    I want this thread and your list to evolve and be alive! because what I can see after only 4 pages is very usefull and must have. And in very depth of my heart I really hope that Ashley will consider what we are doing here.

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  • Grid was just an example

    Have a look at this.

    In UE4 it's called a "Construction Script" - which more less are events that run only in the editor. And this blow my mind when I start using/learning UE4. Modifying, placing, whatever you can think of you can do with objects in the editor. Probably that kind of control we will never have, but even a small amount would be amazing.

    "due to string safety and obfuscation" yeah I heard that a lot, but still with NW.js everyone with only few mouse clicks can take all your assets (graphics, sound, code... everything) without any problems whatsoever - even easier than with browser game versions. So "safety" is kind of contractual

  • I like the Idea of simply calling it "Construct" and plugin packages.

    ... global booleans should be in C2 long time ago.

  • If you still need someone, I might be interested. I usually work as a freelance "Eventer" (Coder don't quite fit C2 rules of game making ) and mostly game debugger and game optimizer.

    I've made quite a few games mostly html5, but like I said most of my "work" time goes with optimizing and debugging (in most cases rewriting entirely) other people games.

    There's a couple of links I can share

    This one I've made for myself during some free time https://play.google.com/store/apps/details?id=madlemonstudio.com.wrongwaygame

    and this was a paid job http://www.newgrounds.com/portal/view/649855 (soon on android too).

  • You are right Ribis and thanks for suggestions.

    Can I still re-make the eventsheet to multiple eventsheets, so I do not break my game? Is there some tutorial how can I do this?

    Simply copy paste your events from one sheet to another. And remember to Include those event sheets to your main sheet.

  • Here's one that probably all of us have forgotten already:

    Create object by name

    And few more:

    • scale, offset, rotate, tile (on/off) object texture (per instance would be really neat!)
    • import few textures for one object (diffuse, normal, mask... in example)

    If C3 would get this prefab/gameobject/component/dummy thing (would be nice if we could make up some proper name to use xD) and some interaction be possible in editor (something like events that run in editor not the runtime *) then some kind of helper object would be nice. Just an object that can have position and some variables to hold.

    *this would be really great for things like:

    You want to make a grid of objects that is based on two variables GridWidth and GridHeight. So instead of making events and preview the game every 5 seconds to tweak your grid, You could only change these variables in editor and the grid will be created in editor based on these variables.

    It's hard to explain for me (non english person) But closest to it would be something like "Exposed variables" from UE4.