Tokinsom's Forum Posts

  • Not yet :T This game is on hold until I finish my current project and put together the right team. Was thinking about putting up a new video with updates/further explanation just the other day though (it was in development for 9 months after the last video)..might still do that.

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  • Uhh welcome to life dewd.

  • Sounds like you're working your way to an early grave, friend.

  • Tokinsom Are you suggesting I manually save every object position and variable to a dictionary/webstorage every time I want to save the game? That's a whole lot of effort for no good reason.

    There's a reason many games have dedicated save rooms or only allow you to save in the overworld :)

    Also you could loop through the enemies to save their positions and such, but loading them will be a pain. We REALLY need "Create Object By Name". Don't care if it makes it easier for people to cheat, it's a necessity.

  • You already have all the control you need using Dictionaries & Webstorage for your save data instead. The built-in save feature is only useful for the shift+F5 preview and is in no way a reliable form of save data because you can't retrieve nor modify any of it.

  • 1. Haven't used arrays in a while but when I did I did not have this problem. If it's a bug then make a .capx where you can reproduce it and file a bug report.

    2. I guess buttons are a windows thing.

    3. Dictionaries and their keys are extremely useful. I use them solely for game/save data.

    4. Major update with CocoonJS recently, bugs are to be expected.

  • Sounds useful but I'm not sure it actually will be...Object code is often spread among several event sheets and you have to factor in families & containers o.o;

  • Well from what I've gathered you still can't do real-time online multiplayer with C2 so why bother? Single-player Minecraft and Terraria is extremely...dull.

    And Sulli, if everyone thought like that there wouldn't be any more games. Terraria itself is more or less a ripoff of Minecraft.

  • People aren't going to be more interested in your game because you used Frogger - a character with absolutely zero thought put into it. It's a frog. In fact, I think you're better off naming it anything other than Frogger. Also, why so hung up on trademarks and legal matters? There are literally thousands of rip-offs and knock-offs and what have you out there. Just make the game ;)

  • I wasn't even aware that was still an option lol. Check out Node Webkit.

  • It seems to have gotten worse in the last few builds. I thought it was something on my end but after stripping down a few things it's still there. About a month ago scrolling would be very smooth with barely any snags.

  • More than I want to know ;)

  • There's a 3rd party plugin for some Node Webkit-specific features including window controls but it doesn't work with 'minify script' enabled and 'resize window' seems to be off a bit..I tried inputting the different resolutions myself, and also tried retrieving the window size at start then multiplying it, but neither are accurate.

    Could these window controls be added to the official node webkit plugin?

    (Set width, set height, get width, get height, set x, set y, disable resize, etc.)

    Also is there any way to retrieve the user's screen size? There's no way to center the window after resizing it without this.

    Also would it be possible to adjust the "window size" even in full-screen? That was pretty cool in CC.

  • I didn't quite get what Tokinsom did. I mean, why not use any behavior for the movement? And how would I be able to jump to a higher plataform or fall from edges? Waiting for a enlightment :D

    Because there aren't any behaviors for this type of movement and the previous method is totally impractical. You'll need to code it yourself. Platform depth is just an illusion as it is in top-down RPGs. You achieve it by offsetting .Y_Orig. Try using the shadow to detect them. I'd work on the .capx more but I don't have the time right now. Best of luck!

  • They are sort of meant for different things. You might use an array for a tile-based level editor or grid-based inventory. A hashtable or dictionary could be used for save data ("Lives","Level","Score",etc.). Just depends on which is more suitable for your needs.