Ashley's Forum Posts

  • The page doesn't seem very professionally written, and with phrases like "I assure you, this works" rather than just demonstrating that it works with demos, it smells a bit fishy. Hallmarks of scam/self-promotion/I've-invented-a-perpetual-motion-machine.

    There might be a genuinely interesting algorithm behind this but it doesn't even appear to support lighting yet, so it looks a long, long way off replacing traditional engines. Also, I'm sure nVidia and ATI have been researching ideas like this like hell for years and probably figured out while cool, it can't replace everything existing technology does.

  • Mmm... I'm not persuaded this will work for complicated games though! You'd have to basically reinvent most of the runtime in Java. As you already point out, you have to write Construct-themed routines to be able to paste in, and that's the beginning of reinventing the engine.

  • Davioware's list is pretty much on, except add to that "and we must be looking for additional moderators", and we're not really right now I'm afraid. No point having 50 moderators for a relatively small forum!

    Locking, since this won't go anywhere clever after this...

  • Done.

  • Modern browsers have teams of 100+ working on them and use a huge amount of technology that is not possible in Construct (eg. javascript). So no, it can't be done. Construct would be the wrong tool for the job anyway, it's a game creator.

  • Nice plugin rojohound

    As for "security", randomising the name will do nothing. You can just browse to your temp folder and find it yourself by hand in most cases. Someone could even make a tool to extract all your textures out a compiled EXE, the only reason that doesn't exist is Construct isn't popular enough to get that kind of attention. I say this all the time, but if someone wants to rip stuff out of your game they can and will, it's copyright law that protects you from that, not technical hurdles.

  • Moved to help forum.

  • Access to C:\ is also blocked by Windows, so it doesn't even solve the problem. Besides, having a program write anything to C:\ is obnoxious to the user, and always has been a bad idea.

    The best candidate is probably the user's AppData folder which applications are allowed access to, or you could settle for My Documents if necessary.

  • If you right click and 'Run as administrator', does it work? Windows Vista/7 have protected file systems, so if you try to write to a protected directory (eg. in Program Files), access is denied unless the application has administrative privileges. For example if your game is installed to Program Files and tries to write files to its own folder, it will be denied access.

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  • Haha, it was pretty funny. Love the soundtrack.

  • Added you too!

  • Done, you're editor now.

  • Scidave is absolutely right.

    The Ghost Shooter tutorial is the most basic and comprehensive tutorial I think - it explains everything every step of the way - but doesn't cover all parts of Construct. There's actually a lot to Construct so I'm not sure such a tutorial would be feasible or useful.

  • An alternative is to have the online plugin itself use NAT punch-through like what Raknet uses.

    That sounds like the smartest thing to do, so nobody has to set anything up to play. I think that's what I was thinking of but didn't know the name. I think it's actually very important since a lot of gamers are behind routers which do NAT.

    RakNet looks promising, and is free for indy games (revenue under 250k) but some restrictions ("Must display RakNet logo in your game's splash screen or credits", "Downloadable distribution"), and has NAT punchthrough. SDL_net might be a good alternative, but I can't find much information about it.

  • A player can act as a server so there doesn't need to be a hosted server somewhere else to connect to, but this can cause issues with players behind routers (it's possible to work around though I believe, but I don't know much about networking).

    There definitely are libraries for networking around - you could have a look at SFML for example, which has an OOP layer over TCP and UDP sockets, which should make things a bit simpler. You'll probably still be working with raw bytes and addresses though - might want to find a higher level library.