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ct.js

Create cool 2D games with a free game editor! · By Cosmo Myzrail Gorynych

Suggestions[OnGoing]

A topic by Erigato.space created Aug 09, 2018 Views: 124 Replies: 14
Viewing posts 1 to 8
(+2)
  • At the moment after you build and run the project it has to open a new browser tab everytime you click play that becomes a bit annoying to work with after so many times so my suggestion is that,if the user already has a a devmode preview running clicking play should just update that preview rather than constantly open a new window
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Support for multi touch screen

(1 edit)

websockets support ( for the 1.0 release maybe)

Developer(+1)

This is out of scope, at least for now.

You can use any js libraries with ct.js, though, so I would recommend searching to existing solutions and including it to your ct projects. For example, this is a browser-side library by socket.io. After getting the library you create a folder called `include` in your project's folder (like `ctjs/projects/fancyGame/includes/`) and put the library here. After this, put a <script> tag to your game code with a module called `akatemplate`.

Another way to include a library is to paste it to the Scripts section at the Settings tab.

Developer(+1)

I'm currently working on an integrated debugger for ct.js games that will solve a problem with numerous tabs. Aaand it is also handy as is.


Nice! any plan to implemet multi touch support?

Developer(+1)

It is implemented in my dev branch, though in a quite basic form. Its API is pretty similar to ct.mouse. Await for a new release.

Good job :D 

New function for ct.mouse: ct.mouse.insideType
to verify that the mouse is within some type, this can be useful for interface elements.

Developer

You're probably talking about something like ct.mouse.insideCopy, as type-wide checks would better serve for gameplay elements and not UI :) I'll add them in a future release.

For the current and upcoming versions, there are methods ct.u.prect and ct.u.pcircle. You can pass mouse coordinates and a copy to them, like this:

if (ct.u.prect(ct.mouse.x, ct.mouse.y, this)) {
    if (ct.mouse.pressed) {
        alert('Pressed!');
    }
}

When I need to check against all the copies, I make a fake object for ct.place and check for collisions. This is quite a hacky way to do this, though:

var hit = ct.place.occupied({shape: {
    type: 'point'
}}, ct.mouse.x, ct.mouse.y, 'Enemy');
if (hit) {
   // Do something with an enemy under the cursor…
}
(1 edit)

Particle system.

suggestion: https://vincentgarreau.com/particles.js/#default

Developer

I'll work on particles after I add a WebGL renderer. And particle.js is a bad library when it comes to games

ct.gamepad module

Developer

This is a good idea for a community module, as it is not that hard task

1. I'd suggest "Begin Step" and "End Step" events.

2. Being able to drag "Copies" to different positions in the room editor after it has already been placed.

3. (x,y) position of the mouse in the room editor.

4. Since the room can expand infinitely, it would seem easy to lose track of Copies and tiles in the room editor. A way to see what copies/tiles are in the room and being able to navigate to that said object/tile would be very helpful.