alastair's Forum Posts

  • Previously with Construct Classic I use to almost always use "save as" a new file instead of just overwriting an old saved file. This allowed me to have hundreds of versions of my game, in case something would go wrong in a particular version. However with Construct 2 I'm using the "project folder" rather than the .capx files.

    Does anyone frequently "save as project" to make lots of backups? It seems more of a hassle when your not using a single .capx file. Maybe I should just stick with .capx files.

  • I like HotGod's suggestion of having an "advanced search" hyperlink text beneath the "search scirra.com" at the top right.

  • I was confused by that for a while too.

  • Just wondering if this is on the to-do list somewhere, would be nice to have this condition return sometime!

  • awesome8x, that's one way of doing it, but the other way saves you having to create and position those 'detector' objects.

    The benefit though is that the detector method allows you to have the enemy killed only at the point you desire. For instance many times you may be above the enemy but still hitting a part of the enemy that should hurt you (in this case, touching the side of the Goomba's face while you're falling should hurt you and not kill the Goomba).

  • Might be better to have an "Input" section in the FAQs as it would make more sense, even if its the only one there at the moment.

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  • "arcade shooter" and a "platformer"

    Sweet spot I think is around 30-50 minutes (Of course these games usually take dozens of hours to master though). Anything longer than that, and you'll start noticing the bad pacing and content filler/fluff.

  • Maybe the angle of the sprite is being changed?

  • Haha, I accidentally placed that fix into the "jumpthru" behaviour folder but then realised it was meant for the "platform" behaviour. Just in case anyone else makes the same mistake.

  • Firefox and Opera dudes on the subject of Native Client:

    hese native apps are just little black boxes in a webpage. [...] We really believe in HTML, and this is where we want to focus.

    aCl seems to be 'yearning for the bad old days, before the web'. Native Client is about building a new platform ? or porting an old platform into the web [...] it will bring in complexity and security issues, and it will take away focus from the web platform

    en.wikipedia.org/wiki/Google_Native_Client

  • Can you collapse and expand subevents like in Classic? I can't see the symbol "+" on the left like groups.

  • Ah ok, thanks!

  • Just wondering if you've noticed you can't create subevents by dragging events under another event? It was possible to do this in Construct Classic. I know you can sort of do it by creating a blank subevent by rightclicking on an event, then drag the desired events to the blank subevent, then delete the blank event -- but it seems a bit longwinded.

  • Most likely we will not need an exe exporter. I would bet that everything will be web apps. Correct me if I a wrong but isn't windows 8 mostly going to be web apps.

    Strange that Microsoft care so much about HTML5 for their Windows 8 but aren't using WebGL.

    Also, I'm guessing that if someone ends up making a proper exporter for computers they'll probably allow it to export both .exes and .apps (for Mac).

  • Its a copy of an object, so lets say you have 5 of the same sprites next to each other:

    <img src="http://profile.ak.fbcdn.net/hprofile-ak-snc4/50493_175211602550_483061_q.jpg" border="0" /> <img src="http://profile.ak.fbcdn.net/hprofile-ak-snc4/50493_175211602550_483061_q.jpg" border="0" /> <img src="http://profile.ak.fbcdn.net/hprofile-ak-snc4/50493_175211602550_483061_q.jpg" border="0" /> <img src="http://profile.ak.fbcdn.net/hprofile-ak-snc4/50493_175211602550_483061_q.jpg" border="0" /> <img src="http://profile.ak.fbcdn.net/hprofile-ak-snc4/50493_175211602550_483061_q.jpg" border="0" />

    Each of those are an instance of the 1 type of sprite (eg: Sprite1 instance 1, Sprite1 instance 2, Sprite1 instance 3, Sprite1 instance 4, Sprite1 instance 5).