andreyin's Forum Posts

  • You can now self-publish on Xbox using the Creators Program:

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    I'm still looking into it, but so far I've been able to get my game running on the Xbox perfectly. I'm really impressed with how good it works now. When it was first possible to get a C2 game running on the Xbox One everything felt really sluggish, but with the new updates and such everything is working much better.

    Bl4ckSh33p have you got it working? Maybe I can help.. I just followed Ashley's tutorial though.

    My most common mistakes were not enabling internet after setting my Xbox One to devmode (when you do that, it erases the wifi configuration so you have to setup it again) and not enabling UWP when installing VS2015.

    If your Xbox One IP on the devhome is something really weird (like 169.502.65.52 instead of the usual 192.168.0.X), it probably means you aren't connected to your network.

    One thing I noticed is that running the game directly from VS2015 to your Xbox in debug mode will cause it to run slower than it's supposed to. To avoid this, just go to Project -> Store -> Create App Package and follow the instructions. Then, in the devhome on your Xbox, enable "Connect with your browser", then type the IP address of the Xbox directly into your browser (if you get a warning about it not being safe, click "advaced" and go to it anyway). Then on the page that opens, click the "add" button and pick your apppackage file. It will install directly on the Xbox. From there you can just run it like normal.

    A couple things I couldn't figure out though - my game still shows up as an app instead of a game, and I have no idea how to set my save game file to show on the Xbox One in the right place. My game uses local storage and it seems this should be enough to make it show up there, but I have no idea how.

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  • +1, would be great (but I think they're moving all new features to C3)

  • Xendok

    botão direito no sprite do chão -> clone -> tire o behavior de sólido -> bote onde quiser

    right click on the floor sprite -> clone -> remove solid behavior -> put it wherever you want

  • So, any news on this? Ashley

    I'm just waiting on achievements so I can ship to Xbox One...

  • Should be something wrong in your events. It's impossible to say without taking a look at it. If you can, share a capx. You can also take a look at the turret behavior template.

  • On C2, go to File -> New and search for Physics Catapult. It's an angry birds-style game that does exactly what you need.

  • The tilemap object does not support multi-layered tmxs. You'll have to either create new tilemap objects or instances, and load the tmx on them accordingly.

  • of course! http://puu.sh/vs3lw/219ba0875d.capx (check the "pathfinder" function at the bottom)

    I think I know what's going on too, I'm telling it to follow the largest number instead of branching out. But I'm not sure how to fix.

    This is quite confusing! I can't understand why you're using that "pathfinder" array to store the CurX and CurY just to use them again instead of referencing them directly...

    If you simplify it by removing the pathfinder array from the events it looks like this and gives out the same output:

    And it actually helps understand better whats going on I think..

  • christina

    Could you share a .capx with that? I think I know what's going on but I'd like to take a look and make sure..

  • Oops, my bad! I actually didn't get an email notification about this version.. sorry!

  • Ashley any news on this? It's been almost two months since your last update saying it would be around soon..

  • Have you tested with other controllers? Maybe your controller sets the d-pad as other buttons instead of POV?

  • It seems the next C2 release will have the plugin! HYPE!!

    https://www.construct.net/br/make-games ... s/beta/r15

    [quote:28wv2hr0]Yes, we will also be back-porting this plugin to Construct 2 as well! The next C2 update will also include it

  • You said you are settings something to 1 every X seconds, but are you settings it back to 0 after that?

  • Thanks for your help!

    I noticed that your example has the same bug - if you move the player in front of 2 enemies, and move him just a little out of the LoS of the enemy in the back, this enemy's animation will get stuck (same problem as mentioned before).

    I ended up finding an easy fix though, just had to add "On animation finished" to the enemy.

    Thanks again!