Moot's Forum Posts

  • No. C2 is the last version of Construct I'll ever use. I'm currently learning C# and once I learn it, I'm not coming back. There's a few games I started in C2 that I want to finish, but I'm ok with remaking them in C# if I can't finish them by the end of the year.

    I feel betrayed by Ashley with the announcement of C3, and I'm not supporting him any longer. There's no reason for C3 to be in a browser other than it being an excuse to charge a subscription and call it a "service." Not allowing people to own a copy of the software they pay for and locking them out of full access of their games if they don't or can't pay yearly for the subscription is wrong in my opinion.

    I'm sure in a few years years, he'll ask where did all those people who were against the subscription model go, just like he keeps asking where all those people who supported Flash went years ago, and I'll answer him right now so he doesn't have to wonder for long... We moved on to better things.

    Best of luck with C3.

  • dropbox.com/s/1wd5snjgedsbxje/UseFamilysForPicking.capx

    You are awesome! Not exactly what I was asking for, but exactly what I needed. I flipped the compare two values of A.A_id = B.B_d to being unequal and removed lines 3-11 and it worked like a charm. There's only going to be 2 of the sprites on the screen at once and never the same two, so this works great! And in only 2 events.

    Very clever using two families. I was thinking about only using one. My line of thinking was way off. Thank you for the example!

  • Use local variables to temporally store values from picked objects.

    Pick 1, store the position in local variables, 'x1' and 'y1'

    Pick 2, store the position in local variables., 'x2' and 'y2'

    Thank you for the response, 99Instances2Go. There's 7 members in the family, so about 21 different combinations. I was hoping to use a family to avoid writing so many events.

  • How can I create a new sprite half way between 2 sprites that are in the same family by referencing the family?

    Example: Create object between Family member 1 and Family member 2

  • If it's not created there perhaps it's moved there elsewhere in events?

    Actually thinking about it. this action here:

    [quote:32f7gi9a] 'Create object' on layer3 at (enemy.X, enemy.Y)

    can create at 0,0 if there are no enemy instances to get a value from.

    Ah, that was it! I guess the events were cycling through a little too fast, but adding a slight 'wait 0.1 seconds' after the explosion sprite is create and pinned to the enemy, and before the enemy sprite is destroyed seemed to have fixed the problem. That's why you are the forum genius! I definitely need to make a note of that for next time.

    Thanks for solution, R0J0hound.

  • No, I don't think so, i have games with tons of events.

    Your explosion cannot just appear on 0,0 by itself. It has be be told somewhere to appear there. So you have to find where your design mistake is.

    I know that I didn't create a sprite on 0,0 because I would remember doing it and the search feature in C2 only came up with 2 events, neither of them show it being created in the top left corner. Also it happens randomly. If there was an event to specifically create it in the corner, then it would be created every time. This has happened to me once before about a couple years ago, but I forgot how I fixed it. I was just curious if someone else also had experience with it. I'll figure it out...

    Also, you shouldn't have objects you don't need in your layout and then having to destroy them on start. That's not efficient and waste of time. Create a separate layout called OBJECTS and dump all your objects there. And in your game layouts use only objects that you need ideally created via events and not physically put there.

    Thanks, but it's a single layout game. Adding another layout for objects would not be efficient. And there are reasons the objects are destroyed on start. Most of them have looping animations and I don't need them to be playing all the time, and there's no reason for them if they aren't being used.

    Thanks again though.

  • Hi,

    There must be something in your events that is responsible for it. What you can do is use the SEARCH ability in C2 on top and write there EXPLOSION (or whatever the name is) and it will show you all the lines which have that. And then all you have to do is read those and find where it says 0,0

    Thanks for the reply. I'm only using it in 2 events. The explosion animation is destroyed 'On Start' event and then 'Create object' on layer3 at (enemy.X, enemy.Y). It's also pinned to the enemy sprite once it's created and destroyed 2 seconds later. It's not used anywhere else.

    I'm thinking the hiccup has to be caused by something else. Is 40 actions too much for an 'On Start' event? Most of the actions in the event are destroying sprites and setting variables back to 0. Maybe 67 events is too much for an HTML5 game?

  • I have an animated explosion sprite created on an enemy sprite just before it's destroyed and the animation is created where it's suppose to be, but it's also created in the upper left hand corner of the screen (x0,y0). Anyone know the reason for that? It seems to happen randomly.

  • > We probably do need dedicated documentation on this..

    >

    That's a great idea, just please include it in the manual because tutorials and blog posts get lost/forgotten over time.

    I would like to understand this better too. Please create some documentation on it.

  • Looking good. Probably should have lead with a dark theme.

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  • There's 2 problems with Flash:

    1) You need to download a plugin to run it.

    2) It constantly needs updating because of security reasons.

    It might be great for creators, but it's a huge hassle for everyone else. HTML5 is exactly the opposite. That's why Flash will lose the fight for the web. I say let Flash die a peaceful death.

    But if you think HTML5 games will ever take over the market, I think you'll be waiting a very looooooong time. People don't want to pay for browser games. Flash or HTML5. If you want to make money, you have a better chance of building games for other platforms.

  • The web has legendary backwards compatibility for widely-deployed features - you can still correctly view the original Space Jam website from 1996! That's a website over 20 years old.

    Not bad. I remember tables and sliced images were popular method of designing webpages around that time.

    I recently saw a benchmark where the C2 engine in Chrome outperformed a competitor's native engine on desktop Windows, and approximately equalled another which compiled to C++. This pretty much confirms to me that the performance argument for native, or this idea that "HTML5 is slow", is totally dead now. Having a native engine does not guarantee good performance, and modern JavaScript JITs are incredibly potent. For years I've already noticed that almost every performance complaint comes down to hardware limitations (e.g. GPU fillrate), and people simply knee-jerk blame HTML5 without understanding what the real problem is. So as far as I'm concerned, we're there: HTML5 has native-grade performance now. There's nothing significant to gain by a native port.

    You say that, but there is an overwhelming amount of people who say otherwise. A lot of C2 developers have switched to Unity because of performance. Who should we believe?

    Performance aside, I think C2 and C3's biggest problem is third party wrappers. I haven't found a wrapper that I haven't experienced some trouble with. If C3 was native, you wouldn't need to rely on HTML5 wrappers. Construct is fantastic for browser games, but it's a real pain trying to get it to work on other platforms.

    My prediction is that browsers will stay, technology will evolve and we'll see more full featured applications written in web languages. That doesn't mean that they won't be also available for the OSs (through integrated HTML5), but the "write once deploy everywhere" trend will get a bigger audience as technology matures.

    That's possible too.

  • Chrome running on iOS is pretty much out of the question, because of privacy concerns and Google's collection methods. Unless C3 is sold through the App Store anyway, you aren't going to get a lot of iOS users paying for C3 or even knowing about it. iOS is a closed platform and most people find apps through the App Store.

    There's already a game engine on iOS called HyperPad, if you are interested. They are absolutely horrible with marketing and branding though, so few people even know about them. Their logo (app icon) doesn't indicated at all that it's game making software. iOS users are weary of scammers, and one common indication of that is a generic app icon and stolen screenshots from other apps. Even their company name is pretty awful, UntitledD. <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> But, it's good software though. I tried it out a couple years ago. They made a lot of updates since then. Have a look:

    https://www.hyperpad.com (There's a video on it's App Store page.)

  • One problem HTML5 games have is that they are widely seen as a marketing tool to sell products. People get sick of that eventually. The majority of HTML5 games are garbage too on top of that, so it's hard to find something worth spending time playing. The fact that I have to sit through ads or click through them, makes me not even want to think about browser games.

    The reason console and PC games sell more is because it's immersive and you don't think about product ads. It's possible the market for browser games will rise again, but it's very doubtful with the way things are.

  • I posted about this too back in April. It helped make my point that browser games are a dying niche market. And making C3 so reliant on Chrome is like targeting a niche market within a niche market. I don't understand the business logic in that. Good gimmick, bad idea, imo. If C3 allowed people to make games just as easily in C++, can you imagine how many people jump all over that? We wouldn't have to rely on third party wrappers and all the problems that come with that, but I digress. It is what it is.

    That being said, I don't think HTML is going anywhere for a very, very long time. So I think it's safe to make games for HTML5, even though it's not a popular method of playing games. A lot of people will still have access to playing your games online, if they wanted. More people have computers, tablets, smart phones than any particular console. Trends show the market shrinking for browser games, but it can easily rise again too. Nothing is written in stone.

    I do predict browsers going away though. Eventually, HTML5 will be integrated seamlessly into the operating systems. Everything is moving towards seamless connectivity, everything from children toys to automobiles. You can already get search results and information without even opening a browser. That's the future of the internet. The faster C3 becomes independent of Chrome, the better... or any browser for that matter.