Havok's Recent Forum Activity

  • Havok

    I skipped "purchase with earn points" Tutorial for next time

    Now i am working on Player's Follower as per your request

    I have made the same but stuck on some points

    like when standing mode follower just stand over player

    as you can see below

    If I made distance between them then then follower stand on air when player stands on corner

    If i found any way then ok otherwise I have to make tutorial with these limitations

    Awesome!

    Job well done and thanks so much for your great tutorials.

    One could probably check if Ghost matches playerposition.x -20 then stop or set position.x to self.

  • Difficult to say but yeah I'd probably start with Construct 3 as well.

    it's very much C2 in the browser at this stage. Nothing wrong with C2's interface etc. And the C3 one is good as well.

    I'd say obviously more focus will be on C3. When they re-write the runtime there will also obviously be a lot of benefits to be on C3.

    The near time loss would be not having access to all the behaviors and plug-ins that has been written by the community over the last few years. Those will take time to come to C3.

  • It does sound very useful. What do you think Ashley ?

    Let me take a wild guess here...

    Maybe R0J0hound will come to the rescue once we are out of Beta. Thats assuming he decides to rent Construct 3 as well.

  • 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?

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  • 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.

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Havok

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Member since 20 Jul, 2011

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