Aphrodite's Forum Posts

  • I know of the most well known games, like "Airscape the fall of gravity", and "the next penelope", but I think other made their way to steam like "Kitty Kitty Boing Boing: the Happy Adventure in Puzzle Garden!".

    another thing to keep in mind is if you ever manage to earn a certain amount you will need a business license rather than a personal one.

  • I made it so the buttons are at the center of the pictures (I also applied the maths for the 4 zones so you don't have to bother too much with it), I added an instance variable to differentiate the buttons, and changed the origin point of the button to center this time (since we want them to be centered), you can try to tweak it if you want.

    Also got rid of the anchor behavior as we do it manually

    https://1drv.ms/u/s!AjkoCSebIn9JiXVidZ7-v2U5YiJ8

    Also, ViewportLeft(416) (or whatever number it was) means nothing, the number is the one of the layer, or the name of the layer, since there is only one, I used 0 to reference it as you must reference the layer needed.

  • I don't do private help, sorry

    EDIT: did not see the last post, glad you fixed it

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  • C2 is event only, doesn't mean you cannot do complex things with it though, plus there is a way to create plugins yourself, also most games I saw being sold are html5 games sold to web publishers (we are talking selling one time for some hundred bucks) even though some games managed to be sold to actual customers (like the ones published on steam) , keep in mind that it is a web games based engine at its core so you can end up having to optimise quite a bit.

    The actual market may have changed though, I never sold any game to customers myself (didn't want to) so others may have a better knowledge about that.

  • Yes it should work but the origin point or the sprites should be at the top left, keep in mind it might deform them though, you will have to try it and see if it fits your needs

  • that's the first time I share with onedrive, let's hope that works out.

    https://1drv.ms/u/s!AjkoCSebIn9JiXP74TT2E9q6EL8K

    I hope the exemple is clear enough. for more infos on those expressions, see: https://www.scirra.com/manual/126/system-expressions

  • I think you'd be better off using the viewport expressions, will see if I can do a quick exemple..

  • also a quick note I remember (seems to not have been changed): included triggers fire always first, then the one on the event sheet fires, dunno why (if you putted the content of the include instead of the include, it actually is destroyed).

    for the normal events, they run from top to bottom, so it can be legit for an include to not be on top.

  • Cipriux makes sense, still a bummer but I can understand, they also have the arcade going on.

  • I know I probably should not ask this but.. Why are attachments completely out of scirra's ecosystem for such a long time? It was useful to have content linked with the forum as we all know content hosted elsewhere can end up being deleted or moved and result in a 404 error years or months later.

  • If you can make it work, it could be a great tool as we currently still can't attach our files to the forum (which is a bummer really, if we could attach a screenshot it would be far easier and we would have it not being lost).

    Tbh I had this idea too once but it was far too primitive, however the advantage was that we could share a single link that shows an event sheet.

    It could also be a nice tool if we need to write down an event sheet while away from the computer if it runs on phones.

  • there is no conditions before your loop, therefore it will repeat each tick (aka each time the screen is drawn).

    On start of layout is an exemple of system condition that will make it so it returns _1_2 when the layout starts.

  • I'd say maybe, only if the support is good and work out of the box for as long as it exists, as we have seen plugins getting fewer attention than others.

  • I saw that topic. I thought it was referring to the Platform Behavior's Frame-rate Independence. I didn't know it was more than that.

    It was a topic about pixel perfect jumping no matter the framerate but it turned into a topic about maths not being correct in C2.

    Wow these formulas were the ones I was looking for. Thank you very much! You were a big help.

    Glad those could help someone ^-^.

  • Well we discussed it a little while ago in this topic :

    turns out while C2 current formula (which will change and will solve the issue) isn't as accurate (it gives a slitghly higher and longer jump), you can use this to find a good ballpark value (later it will be almost perfect)

    in your case

    Jump Strength = 650

    Gravity = 1500

    so final Y = -H = -(JumpStrength^2)/(2*Gravity) = -140,8333...

    Just tested it, gives around -143.54 with the current behavior, -140.90 with the "corrected one"

    Also acceleration and deceleration only affect the X axis, JumpStrength, jump sustain and gravity affect the Y axis

    I nevered bothered to calculate with jump sustain though...