DEAD LOOK's Recent Forum Activity

  • Hello,

    I am a mobile game developer but unfortunately I cannot use C2 for my professional work due to the lack of plugins that me and my publisher require. I need to integrate Heyzap in my projects but unfortunately I don't have the technical knowledge to do it on my own.

    There are official made Heyzap Cordova plugins made by Heyzap and you can find them here: https://github.com/Heyzap/heyzap-cordova.

    I would require a plugin for Construct 2 to call banner, interstitial and video ads.

    If interested please PM or email for more details.

    Thank you

  • bump

  • Could you please supply a link for heyzap tutorial?

    Also is intel XDK the only way to go for Heyzap?

    does anyone know if there is going to be support for soft body psysics? is there any official annnouncement?

  • Thank you very much for your reply! It works!

  • Hello,

    Im using AJAX and XML following this guide: https://www.scirra.com/tutorials/807/ho ... -game-talk

    Its working fine but the only problem now is the typewriter effect. Before implementing XML I was using a SourceText object to reference where to get the text from. Now I am not sure what to write to reference the specific line in XML.

    So it goes like this:

    Every 0.05 seconds --> Set Text: left(SOURCE, len(FinalText.Text) + 1)

    I tried using this: xml.StringValue("/chapter1/hint/text()") but it doesnt work.

    Can someone help me?

    Thanks

  • Great job with the plugin!

    Is it possible to change the angle and speed with events?

    I can't see these options there and I would like to change these values dynamically.

    Thanks!

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  • Hello,

    The developer of Spark Engine, Aris Kostakos, tried to answer to all your questions but wasn't able to due to his low account reputation(wasn't able to post links and stuff).

    He then approached me and sent me a text file containing his reply:

    "Hello everyone!

    I'm Aris Kostakos, the developer of the Spark Game Engine. This thread has been brought to my attention today so I thought I'd take the chance to join the forums and introduce myself and our team.

    Spark is indeed a start-up company originally conceived by me and Theodora Kapsalis about 2 years ago. We've recently completed our first round of funding which allowed us to grow our company to 3 people:).

    I'd like to start by saying that Spark is a sincere effort on a new way for building games. I've been using tools to create games my whole life (Amos, Klik & Play, Multimedia Fusion, 3D Game Studio, Unity) but a couple of years back I really felt I could do one better, so we set off trying to create the game engine of our dreams. If you're interested in finding out more on how we started and more technical details about how Spark works, there's a

    Subscribe to Construct videos now

    I gave to the Greek game community a couple of months ago. It's about 25 mins long; make sure to turn on the English subtitles.

    Since I'm here I'd like to talk a bit about Construct. I love it. I was actually around the Multimedia Fusion's forums when Ashley was still a game developer there. The event-sheet idea of MMF was brilliant, but the engine behind it was getting old. Portability to other platforms wasn't much of a thing when MMF was conceived, and Clickteam started struggling making native ports to support all the new platforms. Construct provided the solution by re-building the same concept on javascript while also fixing many of the other annoyances related to MMF2 at the time. Very often I'm approached by game developers who are eager to start developing their idea right away and happen to find our landing page. If they're developing a 2D game I will usually re-direct them to construct. If they need 3D, I say buckle up and start learning Unity or if they're too young I'll direct them to Roblox or Blockland. But to me, Unity and Construct are currently the two go-to game engines.

    So, about your questions on Spark..

    [quote:b97mo760]For me, it sounds a bit too good to be true. I mean, cross-platform engine and editor? Visual or code programming? Multiplayer with your own custom built server? 2D and 3D games? Native code exports for all platforms? And all that (and more) just after release?

    Dream engine . But yes, it's all possible. It's a combination of making the right technology choices and taking advantage of well established open-source libraries. That, along with the fact of the rapid technological advances lately (mobile phones with hardware acceleration, huge browser improvements, loads of cross-platform solutions) and it actually makes sense.

    Very briefly:

    cross-platform engine and editor: Spark is created with Haxe. It can re-compile itself to native code, or code wrapped in VMs. The editor is cross-platform because it's made using Spark.

    Visual or code programming: This is nothing new. But we're very proud of our Data Separation approach of doing this. You can read about it on the presentation I mentioned above.

    Multiplayer with your own custom built server: The server uses nodejs and can be programmable with Spark, like you program your clients. We offer a free cloud service to host your servers with 1-click, and we're using a great open source library called Pomelo, to help us with the inner nightmare that is networking.

    2D and 3D games: Software/Hardware accelerated 2D rendering is done by Flambe. 3D uses Away3D/AwayJS. If you have some time to burn, check out my blog post about 2D and 3D games..

    Native code exports for all platforms: No, we don't say that. You'll be able to export your game for a specific platform or store with 1-click, but code will not always be native. We're starting by targeting javascript and actionscript only. Both have great VMs for many platforms.

    And all that (and more) just after release: Yes, all of the above have already been implemented. We've been working full time (I should actually say, 12-18 hours a day) for a year and a half. But we have a lot of work to do still for the editors, and keep adding more features before we can release something.

    [quote:b97mo760]Second: HTML5, Flash, and natives, what is wrong with them? sounds like "OMG WE HAVE EVERITHIN", first: if they have html5, they already have multiplatform, ok, for some reason they could prefer native I'll admit, but flash..? Flash? Flash? pointless.

    As long as Zynga is still using flash-powered games, flash will be alive. The game development community of flash is much more established, and right now it greatly outweights the html5 game community. But the biggest reason for targeting actionscript is actually not flash but AIR. Imho, Stage3D>WebGL and for all the js wrappers out there, nothing can compete with AIR. So, the idea here is, build for js for your html5 games, but when going to target iOS or Android, give the Air build a try because it should run faster than your phonegap/cocoon/crosswalk build. But we can still support both options by keeping our codebase written in Haxe.

    [quote:b97mo760]Use powerful physics: would love to see that working in a browser too, just to see.

    2D physics is powered by Nape. 3D by Bullet. Take a look at these beautiful Nape examples that you can try on the browser.

    [quote:b97mo760]I hope that they don't want to follow YoYoGames' example.

    What do you mean by this? We'd love feedback on the pricing model. Not our major concern right now, but it will be pretty soon. One thing I know for sure, the free version will be pretty capable.

    [quote:b97mo760]the engine uses XML for scripting.

    Actually, you can write your code in Haxe. The xml is a supplement to make things easier when coding and allow for data separation. Think html+javascript or mxml+actionscript but for your entire game, not just GUI stuff. I talk a bit about this on the presentation video I mentioned earlier.

    [quote:b97mo760]His other businesses like Swift Ebook Studio seams to be a no go.

    Wow, you really did your research . A publishing house in Greece is using Swift Ebook Studio and has published more than 70 ebooks with it already. Swift ebook studio is what allowed us to quit our day jobs and start working on Spark in the first place.

    I think that's everything. If you want to give the engine a try, subscribe for the beta which is scheduled for around June. For the Alpha next month, we've kept that more private. It will have limited functionality and it's meant more for people that really want to help with the engine than start developing games with it. If that's you, then subscribe for the Beta, then send an e-mail to including the e-mail that you used when you subscribed and a note that you want to join the Alpha."

  • Problem Description

    I was trying to implement a push-to-talk button for speech recognition.

    My first observation was, in node-webkit export, the mic couldn't bypass the request of UserMedia access.

    Moreover, in HTML5 export, using push-to-talk becomes a nightmare since every time the user pushes the button to talk, the mic requests access again and again.

    Attach a Capx

    [attachment=0:b3bb6uwr][/attachment:b3bb6uwr]

    Description of Capx

    A simple capx demonstrating only the issue

    Steps to Reproduce Bug

    • Step 1 Hold down space key
    • Step 2 Speak
    • Step 3 Hold down again the space key to talk

    Observed Result

    It asks again for permission

    Expected Result

    It would be nice to have an option to completely bypass the request for access,

    or even ask only once when the player opens the game for the first time.

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    Construct 2 beta release r192

  • Hey Ashley,

    I asked this question so many times and I haven't got an answer, that's why I linked your name.

    I also asked in the Skype C2 group but no one knew and I believe you are the most suitable person to ask.

    Whenever you have time could you please write a short answer if the above issues can be resolved?

    Thank you,

    Kozax

  • bump

DEAD LOOK's avatar

DEAD LOOK

Member since 28 Feb, 2014

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