firebelly's Recent Forum Activity

  • It's much easier to get into a WYSIWYG engine like C2. Unity's interface is much more technically challenging and overkill in many instances. It's built for 3D as well. You can purchase plugins for 2D stuff, but it's not OOTB. It also helps if you know C#. I guess I wanted to start a conversation about it, given it is the best way to get a single code base on all platforms at this time. If they supplied a top notch HTML5 engine, you could drop your code into a Unity Project, just like the WP8 stuff we do now, where you drop the code into Visual Studio.

  • My point was, I'm hopeful for a platform that can be deployed to everything, instead of using a combination of different technologies such as Ludei, node-webkit, etc.

    My main goal would be to export a project somehow, either in pure HTML5 or something else and then import it to Unity3D. which could then export to all platforms. Just a thought.

  • I was thinking, since Unity 4.2 now supports pretty much every platform, I wonder if we could figure out a way to get a good HTML5 + WebGL inside unity. Thoughts?

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  • I loaded it up and again and tried it, now it's working....you can close this I guess. But I feel like something is up.

  • Link to .capx file (required!):

    http://

    Steps to reproduce:

    1. Add keyboard object

    2. Use event "On pressed key"

    3. Select a key

    Observed result:

    OK / OK buttons shown

    Expected result:

    OK / Cancel buttons shown

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Construct 2 version:139

    <img src="http://i.imgur.com/BPEHGYb.png" border="0" />

  • I know this is old, but what would be nice for me is to have it have a function called scramble, but with parameters.

    So set a min, max, points of precision and an offset. So lets say I wanted unique multiples of 30, between 1 and 4390. The array would be nothing but unique multiples of 30. 30, 60, 90, 120, etc.

    If I leave points of precision 0, it will be whole numbers.

    If I pick an offset, it will automatically ignore PoP for easier use.

  • I've been talking with the dev, and it doesn't really seem he has the time to expand on the demo any more than it is. AT this point it's just a set of javascripts that draw gradients depending on collisions. It it pretty intensive computing wise, as it is checking the angles of collisions a lot. This is really something that should be pushed into the GPU.

    That said, I think it was a nice demo but he has throw it out into the wild in the hopes someone will pick it up and increase perf and port it. The real honest answer is, we need a WebGL programmer willing to do it.

    My game really needs better lighting, I'm left with 2 options.

    1) hire a matte painter to do pixel art lighting on all my backgrounds. This means I can't really change my backgrounds in the future, but it would also be very detailed.

    2) USe WebGL lighting to bounce off solids. This would be great to give me flexibility, but I would lose a little detail. I'm ok with this tradeoff.

    I'm willing to chip in some $$$ to hire someone to do this. Think of it as a bounty.

    Ashley: I don't know if you have time to help, but I could use assistance in gathering documentation to give to a developer to look over. At this point I don't know what I'm talking about enough to give someone a gig. I just need a list of things they would need to do to make it work.

    I would assume it would be a behavior or effect. That you attach to a sprite. It would be called "Light Source" or something. It's only job is to draw shadows and light on the layout, and stop when it hits a surface set to solid. Does that sound right?

  • Would be glad to know how to switch to old engine

    Add the CocoonJS Object.

    Then click it, and edit the properties.

    <img src="http://i.imgur.com/bfrN8PP.png" border="0" />

  • I talked to Ludei about this one.

    I think Construct 2 is using an outdated version of our Box2D extension, an easy solution could be to copy the latest release of out Box2D extension from here: bitbucket.org/ludei/cocoon_cocoonjsextensions/src/1cd24033c801e04591d2017db2d2396189d62d63/CocoonJS_Box2D.js and replace it on the c2runtime.js generated by Construct 2.

    We are working with Ashley to solve this issue.

  • I have a odd problem where I want an easy way to manage a lot of animations.

    Exmaple: Pokemon game. Your Enemy Sprite will have 100+ animations. One for each monster and one for each evolution of that monster. Picking the right one gets difficult. If I assign the animations numbers like 1_1_Monstername, I will have problems because some monsters have 3 evolutions, others have 2 or 1.

    Can anyone think of a good way to organize my animations? Could be a combo of dictionary/array or something less complex.

    The end goal is this.

    Given 1-2 constraints, I want to randomly select a monster at a given level. I want to be able to select via type, evolution level etc. At this time, I'm using a naming convention like 1_1_stuff. But this isn't good enough. Any thoughts are appreciated!

  • Just an update, I tried using r138.2 with the COcoonJS fixes, and I'm still getting a black screen with the error I posted above. Again, Ludei suggested it is because of Box2D being old. I don't know if the cocoonjs fixes in the .2 release were meant to address that.

  • Talked to Ludei, he says they are working Ashley to fix. Sounds like the versions of Box2D used are not compatible.

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firebelly

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