lucid's Recent Forum Activity

  • http://www.majestic12.co.uk/

    I think it might be this

  • It should be mentioned that the Xbox 360 Controller Plugin has had some problems. Not everyone has experienced them, but they are definitely there. If you do get this problem, you'll notice that something weird starts happening with it. It varies from case to case.

    I haven't tried Custom Controls plugin on the latest versions, but it had solved several of 360 plugin's bugs. a comprehensive list of the fixed bugs and the plugin itself are available here:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=4476

    Also, it allows users to set their own button configurations

  • I would recommend using functions to control any multiplayer aspect of the game. Later when its time to incorporate python, or a plugin, or even local multiplayer, you could change the way you achieved multiplay, without having to worry about it affecting anything else.

    For example:

    you could make either a construct function or a python function, whichever you're most comfortable with:

    GetPlayerInputX, this function would take in a value for the player number, and output a value for how much the x axis of the control for player is being applied

    the inner workings of the GetPlayerInputX could change, or expand whenever you needed them to, without affecting any other code. You could make getplayerinputx gather information from xbox360 controllers, using the player number to choose which controller, and returning the Left Analog X Axis. Down the line when a plugin comes out, player number might refer to an index in a list of ip addresses, and the function would output information from a particular packet. You could even have an AI control the X Axis. The idea is that you can change this function, and the rest of the game that needs to GetPlayerInputX, doesn't need to care about how it does it.

    It would be best to also have a SetPlayerInputX in this example. This concept of protecting code from changes to other pieces of code is called Information Hiding, or Encapsulation. It's an Object-Oriented Design Principle. Try googling those terms if it's something you're interested in learning more about.

    One more thing. I have zero experience with online multiplayer code. However, from what I understand, optimization is a more important issue when dealing with online code, so it's possible you may have to alter other parts of your cap to call a function like GetPlayerInputX less often than you will be able to for offline play. But you should need a lot less alterations to your code if you use functions.

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  • It works with the wired, that's how I've used it, but I never tried multiple controllers

  • Anyone else see kick-ass?

    God it was good.

  • awesome stuff

  • vanja, are the animated gifs your work?

  • also, make sure you're using 1 indexing, and not 0 indexing, as you said you come from a visual basic background

    1 is first in Construct, not 0, there is no 0 index

  • I agree with Raymond Hooks completely.

    Construct is brilliant.

    As far as the university idea, writing C++ plugins for Construct would be a logical graduation from caps.

    Also, I have to say, with the more extensible nature Ashley discussed in another thread, I think Construct 2 will significantly change the indie game landscape. Being able to create Custom runtimes for different platforms with the ease and power of Construct is an amazing possibility. If there were 5 community members who made 1 runtime each, and released them to the community, you could theoretically export a single cap to Android, iPhone, DS, PC, Mac, XNA, and Flash. To me, that's just mind-boggling.

  • same here

  • I thought davo already released this plugin, just with no instructions? if not to everyone, at least to some people in chat.

    As I recall it worked pretty well, though I think he didn't consider it finished for some reason

  • separating resources allows for easy downloadable content, such as levels, and new characters, and yes, updates. The main thing I always wanted was some way to pack a bunch of sprites construct could use, so I could add levels, or characters, without having a directory full of stealable spoilers

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lucid

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