alastair's Forum Posts

  • I'm trying to link this red object to the green wall with gray chains using physics behaviour (with pivots).

    I can't get it to work at all.

    <img src="https://dl.dropbox.com/u/1024727/c2/chain.PNG" border="0">

    <img src="https://dl.dropbox.com/u/1024727/c2/chainevent.PNG" border="0">

    chained.capx

    The result for me:

    <img src="https://dl.dropbox.com/u/1024727/c2/messychain.PNG" border="0">

  • I think I made a similar topic before, Ash basically comfirmed that you'll eventually be able to click on the object area of an action/condition to quickly swap it.

    <img src="https://dl.dropbox.com/u/1024727/c2/objectswitch.PNG" border="0" />

    Which should be faster than the back/next thing.

    (Would be cool if you could just click and drag those object parts to replace other objects even faster, like how Clickteam's event system does it.)

  • TLDR of Ash's article: Use the "Save As" command more than you use the "Save" command, and make sure you save it to something like dropbox.

  • I wish they'd just bring out the next console generation instead of prolonging this one, it's so dated now. I remember when consoles were cutting-edge.

  • The arrows pointing everywhere looks pretty silly and disorganised... Construct looks heaps more logical and efficient.

  • Karzay yeah, but it depends on your audience. If you're aiming for an audience like Steam, then looking at steam's harware surveys data is better.

    Most people don't actually have a good graphics card, so graphics is a huge part of performance (window size, graphics size etc.).

  • If Scirra teamed up with Unity, that would be a dream come true.

  • No, there is no best resolution. It's going to depend on the type of the game, your goals, and your audience.

  • It seems to be ok for me, a little blury but since it's an action game I think its fine. I could have done a higher resolution and bigger sprites etc., but the memory/vram would have been so much higher!

    It depends on your game though, it's going to be different for everyone probably.

  • Going by valve's hardware survey statistics, 16:9 followed by 16:10 is the most popular aspect ratio. I'm making my game 960x540 letterbox scaled (half of 1080p).

  • Like with the Vita, I doubt they're going to support HTML5 gaming much especially when many browser companies don't care about it (i.e., pretty much everyone that isn't chrome/firefox).

  • Looking forward to see how this turns out.

    It's cool that it works now, thanks! But could you add an action eventually to get the index of the last button pressed (or something like that), this way we can make ? custom controls ?.

    If you don't know what I mean by custom controls, it means I can have a menu in the game that lets the user define their own input (everyone likes their input a specific way). This is a standard for every proffesional game, here is an example from a few games to show you what I mean:

    dota2.jpg

    seriousSam3.jpg

    darksouls.jpg

    A video on the subject.

  • Yeah I can't even test my game I get a similar error message, I guess it must be this destroying issue since I'm destroying heaps near the start.

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    Yeah, maybe the gamepad HTML5 stuff has changed or something since it was made too.