skymen's Recent Forum Activity

  • Actually, there is now a legal basis for confronting someone if the gamplay is similar!

    You can define a game being a "copycat" if the game uses the same gameplay elements in the same way in the same combinations, with roughly the same progression with no major changes.

    Changing assets, name, and calling it a day is no longer ok.

    In fact, web and mobile spaces are more and more starting to investigate games that are "too similar" to already existing titles to avoid conflict.

    However, you can still somewhat escape this as soon as your gameplay is different "enough" which is why Voodoo's hole.io can't be taken down even though the gamplay is strikingly similar to Donut County: Voodoo made an arcade online fake multiplayer game where the goal is to battle bots to get the better score when Donut county has a different progression system. Hence this makes hole.io and Donut county two games in the "hole that eats stuff to get bigger" genre even though that genre currently only has these two games.

    Btw, making templates aimed at copying the gameplay of popular title is still considered copying. They just have no ground to file a complaint as long as you don't monetize your template. As soon as you do though, they're in their full right to ask you to take it down. Most companies don't really care if you make a template of their mobile game, but if they did mind they could technically do something about it from what I know.

  • Tbh I'm not sure I understand in what scenario you'd need to know what ID each point is in the editor.

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  • Sure, I'll do some more research and tell you what I find.

    EDIT: Found the issue, I'll send you the new version via email.

  • Hi, thanks for your request.

    We've been talking through emails, and I sent you the addon :)

  • Thanks a lot :)

    No need to download them from the spreadsheet. They appear on the website immediately

  • Hi, my name is Ossama 'skymen' Jouini. I have been using Construct since 2014 and I have recently decided to officially start a consulting service for Construct projects.

    I have helped many people in the past, including big games like Hypnospace Outlaw.

    I also developped many big addons, and wrote a lot of big courses and tutorials.

    You can check my portfolio here: dedragames.com/consulting

    Please do not hesitate to get in touch if you need help for your Construct project and I'll try to do my best :)

    You can also reach out right here in the forums, via discord at skymen#8098, via email at skymen75019 at gmail dot com or via twitter at skymen75

  • I really recommend you use C3_IDE to make C3 plugins:

    github.com/armandoalonso/c3IDE

    It does SO much for you. It can open c2addons and c3addons and auto generate the project from them (most of the time)

    It generates all the JSON for you, it auto generates common code, it allows you to setup ACEs in only a few seconds, and most of all, it comes with an integrated web server that will allow you to easily host developer mode addons for very fast testing.

    It works for plugins, behaviors AND effects btw.

  • Here it is a behavior "Destroy inside layout by Sailer" (C2Runtime & C3Runtime versions, I ported the behavior to the C3Runtime) and demo to it: drive.google.com/file/d/1jf86vgcke5S071MFccMiSrAtlr0dz2Px/view

    Thanks!

    Can you add it to the list here?

    docs.google.com/spreadsheets/d/1oxbmtXqXcW64IAU_4noZchLMxVrPeA4jD_rqTw35H2w/edit

    I'll make sure to confirm your contribution asap.

    (This basically works like the website's database)

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  • I ported the addon to C3 and I updated the C2 addon (I fixed a bug that I noticed when porting the addon lol)

    Here is the new C3 addon:

    construct.net/en/make-games/addons/436/greenworksredraw

    And please download the new version of the C2 addon if you happen to have the older one.

    construct.net/en/construct-2/addons/435/greenworksredraw

    There you go Fib :)

    I ported this and didn't test it (since the code is pretty simple).

    If for some reason anyone does encounter any issue, I'll get my dumb ass to fix it and actually test this time.

    EDIT: Ended up testing it, it was unsurprisingly broken, and had 2 bugs in it lmao. Good times. Haven't tested the Steam export yet, cause I don't have a Steam project setup for C3 at the moment.

    (Update is up on the addon exchange)

  • Hey,

    After speaking a bit with Dannyyy, I cleaned up the updated ForceRedraw addon I made.

    construct.net/construct-2/addons/435/greenworksredraw

    From my tests, this worked flawlessly. I can't really speak for performance but realistically there should be no issue.

    Just in case, I added actions to manually start and stop a constant redraw, and a param that gives you control over how many frames to skip before the next redraw occurs.

    If anyone gets issues using this, tag me here, or DM me on Discord via the CC discord server. I'll try to take a look and see what's wrong.

    EDIT: If anyone needs this to be ported to C3, also do tag me, or I'll just eventually port it one day when I have some time.

  • Well, I did a ton of testing, and it turns out that changing the CSS doesn't always update instantly the browser. Some optimisation seems to make it very inconsistant.

    I did end up finding a way around that though: Instead of using a timeout, using requestAnimationFrame seems to force the update to instantly update on the next frame.

    Here is a new addon that uses that technique.

    mega.nz/file/Z4cBwABC

    I also went back to updating the body instead of html, and I forced both to cover the whole window.

    One issue I had with only updating for a short while was that the timer (that was partially outside) would start tearing as soon as the plugin stopped the forced rendering to occur. And when closing the overlay, sometimes, there would be residual overlays until i moved, resized, or unfocused the game window.

    What ended up working great however was refreshing every 3 ticks: imgur.com/a/ki77Wi0

    Also, I'd like to mention this issue on github about the windows 10 title bar:

    github.com/nwjs/nw.js/issues/7362

    So people here know: this flag only worked for me when I put it at the very start of the chromium args list.

    Between this and the new forceredraw addon and some other flags shenanigans, we now have a fully working overlay inside NW.js v 0.46.0!

    Here are my chromium args:

    "chromium-args": "--disable-windows10-custom-titlebar --disable-plugins --disable-internal-flash --disable-popup-blocking --enable-gamepad --enable-html5-camera --allow-file-access-from-files --ignore-gpu-blacklist --limit-fps=60 --disable-devtools --in-process-gpu --disable-direct-composition"

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skymen

Member since 3 Aug, 2015

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    Sometimes I do some cool stuff in Construct. Sometimes I like to talk about it.