scidave's Recent Forum Activity

  • Looks really nice. Like the graphics and the animations during the gameplay. Reminds me of the old Jill of the Jungle game I used to play!

  • Although, I would love to see an .exe exporter very soon I think some people are forgetting some stuff about the .9x version of Construct.

    1. Just about all of the non-gamers I gave Construct made games to..had to download the Directx runtime..a massive 100MB download. So Construct wasn't as simple as just giving somebody an .exe. And downloading and installing Chrome is smaller than the DirectX runtime. Of course, there needs to be a .exe exporter and I'm curious how difficult that will be.

    2. HTML5 games can be pretty awesome.. http://code.google.com/p/quake2-gwt-port/ and https://gaming.mozillalabs.com/games/133/far-7

    3. IE9 is fully hardware acclerated for HTML5 so games can be pretty fast. Chrome performance is close as well.

    I am a bit sad that my beloved Python is gone...but I guess this gives me a chance to learn a new language. It's funny I had been looking at engines like impact http://impactjs.com/ so it would be nice if this could play on all of the platforms like impact with the HTML5 export.

  • I can't wait to see a Construct 2. The faster the development on it the better...and even a better functionality paid version would be nice as well (as long as the price is realistic). Happy to see this progressing!

    Are you still going to have Python support with Construct 2?

  • anyone know?

    Someone posted a python script for it in another thread, but I couldn't understand how it worked (I'm not a programmer myself)

    If anyone knows how to do it with script, please also explain how to implement the script.

    Many thanks!

    Hi Birdlantern.. and Chrisrobs previously. I haven't forgotten about this. I tested out the Python code in Construct yesterday and it worked slightly differently than I remember. Instead of recording sound from the PC (internal Audio) it instead recorded from the Mic. This is kinda cool if you are doing a voice recorder program and you might want that feature, but it doesn't do what you wanted.

    So I did some searching and found a workaround. You can spawn a program with Construct/Python that creates a virtual bridge between your internal audio device and an external input device so you can record from it using Python like I showed. I'll tinker with it some more this weekend, but I think it will work. After I get that working I'll see if there is not 100% programmatic approach.

  • CONSTRUCT IS INCOMPATIBLE!!!!!

    Have you actually run Construct under Codeweavers Game version of Wine?? I never said "I know it will work".. I just believe it should. Obviously those are two different things which is why I need to actually test it out. I can believe there would be some bugs though...especially considering Construct is already buggy.

    I've already tested Construct on Linux using a Windows XP Virtual Machine with 3D support and it works the same as a native version of Construct. So that is clearly the best solution...

  • I don't have a MAC, but I'm pretty sure you can run Construct and Construct games on a MAC using this: http://www.codeweavers.com/products/cxmac/ .. if you got $69.

    Wine does support DirectX 9 now.. so Linux and MAC support should be good... I just need to stop being lazy and test out the linux version.

  • You could use the http object (but it isn't all that complex):

    http://sourceforge.net/apps/mediawiki/c ... oad_Object

    Another option would be to use Python. There are several libraries you could combine to make your own simple browser.

    With today's complex web sites..you might not properly view many of them.

  • Bump.....

    Is anybody still working on a network plugin? I've been considering trying to make a simple wrapper around a few basic functions in either Enet or Voidcom. Just to start learning plugins and brush up on my C++. Probably not the best plugin to tackle initially.. but heh I will plan on only implementing the basic features (message passing for the most part).

    Anybody working on one still?

    Why this is happening only in cases concerning the SFML library, I have no idea. Maybe somebody could help me out with this if I were to supply the code?

    I think either Enet or Voidcom would be a much better solution for a plugin that using SFML. They take care of alot of the asyncronous event handling for you and also have a nicer event callback interface. Wanna maybe give one of those libraries a shot with me? I'm a plugin noob though so would take some time to get up to speed.

  • This list is fantastic. Too bad you had to remove the pictures... maybe we can add the pictures back and get this list on the wiki?

  • This would make for a sweet plugin:

    http://people.ict.usc.edu/~suma/faast/

    [quote:3jhheivw]FAAST is middleware to facilitate integration of full-body control with games and VR applications using OpenNI-compliant depth sensors (currently the PrimeSensor and the Microsoft Kinect).

    I looked at the code briefly and it looks plausible that you could do a plugin for something like this. The end user would have to install a driver and perhaps a few libraries (not sure yet).... anyone up for it?!

  • You can do it with Python.

    Here is an example that takes the entire desktop, but with the window object and a little more Python should be able to take screehshot of only the game window:

    See some of Rojohound's examples for Ctypes and the window object for how to mesh the two together. CHeers!!

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  • Hi,

    Here are some ideas:

    You might try an INI file:

    Also, here are several other inventory implementations listed by PixelRebirth:

    Another one (I think modified off the adventure tut):

    Keep in mind that there are pros and cons of using a simple text file to store your inventory. It is easier to work with than arrays but easier for a player to edit. If you make an "array helper" as I did the adventure tutorial then you still can store all of your stats in the text file and then convert to an array before sending out your game. It makes it a little harder for players to "cheat" and it is easier to access items in the array. Without the "array helper" though it would be a pain to populate the array.

    I think arrays are pretty intuitive overall so if you have any questions on them or don't fully understand them then feel free to shoot questions our way!

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scidave

Member since 4 Jul, 2009

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