arconstruct's Forum Posts

  • It's obviously still pre-final quality. If you need all the bells and whistles the Chrome Web Store is pretty much the same thing (even down to the 10mb limit! for now at least, some games are 90mb) and the CWS has more advanced options and much better discoverability.

    But I'm still excited for the Scirra Arcade, it's totally focused on HTML5 gaming so it should be able to hone in and make that a totally optimized experience. Eventually. Maybe when Construct 2 final is released. :O

  • Thanks Andrex. Can you elaborate on what the bugs you ran into were?

    Just what Noga mentioned. Also a player flits back and forth between the two sides of the screens sometimes if he gets hung up.

    Would be nice if there was a save feature so I could continue where I left off. And maybe have the saw blade animated.

  • Great game! A few small glitches but very good. Only a couple stages or sort of hard, though.

  • Good ideas. If we're just throwing ideas out there, I'd like it so the "tab" key indents events so it's easier to make them apart of groups or sub-events.

  • Wow thanks, all my issues have flown away now. :) This program is more useful than I give it credit for.

    Alright, enough faffing about with menus. Time to get into the levels...

  • Thanks Kyatric for all the help!

    For the hand cursor I had the same "bug". It's code/logical bug though.

    When your cursor is over the Play button, it is also not over the CutScenes and Credits button, so as the events are read from top to bottom, the test for the CutScenes button works as the only "not over" condition is false.

    The solution is to save 2 events and have a single common "Not over" condition testing if the mouse isn't over the three buttons. If it is not, then the cursor is to be "normal".

    Oooooh OK. Seems a bit obtuse but seems like that's the way the system does things. <img src="smileys/smiley29.gif" border="0" align="middle" />

    How would I do this specifically? Add two conditions to one of the already existing "not over" events? Add a sub-event? Or some other way entirely?

    For the bug B, your layout WorldSelect is linked to the event sheet CutScenes.

    CutScenes includes WorldDisplay which include back.

    But in all this, the click condition is set in "WorldSelect" event sheet, which is not included.

    Include it in CutScenes for example, and here your screen takes you to MC-1.

    Ah sweet! It was just me then. Sorry for the false alarm! While I'm here, is there a way to determine which specific CutscenePreview is clicked? Or do I have to manually make sure they're all different objects (no cloning)? Because obviously, the intent is that clicking different Previews leads to different worlds.

    Oh and maybe one more thing, is it possible to link an object to a URL? I would like to do that for the music artists. If not, then that's my next feature request. :P

    You have a nice interface/GUI, very sober and well thought.

    Thanks! It's a work in progress though. <img src="smileys/smiley9.gif" border="0" align="middle" /> Final version will probably be darker. Same structure though.

  • <center>Construct 2 r67

    Windows 7 x64 Pro

    Chrome 15</center>

    So I've been in the process of porting my game 4kg to Construct 2. Right off the bat, menu creation was insanely easy compared to the solution I was using before. That's good.

    Unfortunately I've encountered two bugs; one is cosmetic, but one affects actually getting into the game to play.

    Bug A: Mouse cursor = hand

    It seems like mouse cursor = hand does not get applied when other events sheets doing the same are included into another sheet, or vice versa. On the live link below, "Play" and "Cutscenes" on the main menu should have the hand cursor, but only "Credits" does. In the "Cutscenes" menu, the back button doesn't have it and it should. This bug is slightly annoying and a UX concern (at least on devices with mice.)

    Bug B: Go to layout

    If you check the live link below, you'll find if you press the Play button on the main menu, you go straight into (pre-alpha) gameplay. That's good. When you do this, a record is saved in LocalStorage. Refresh the game. Now when you press play, you're brought to the World Select screen. Clicking any one of the fuzzy TVs should boot you back into gameplay, but instead nothing happens. The clicks do not do anything. Hopefully I'm not missing something obvious here.

    I've also included the capx of course, so you all can take a look at it. Any help or feedback would be appreciated, thanks.

    Live: http://andrewrabon.com/games/4kg/

    Source: http://andrewrabon.com/games/4kg/4kg.capx

  • Just a heads up, seems like r65 fixed this, had to change the collision boxes back to the old way so it would stop freaking out.

    Still, there is some minor blurriness present sometimes, and it still janks up occasionally. Someone should do a good retro platformer tutorial.

  • A Socket.io plugin would be delicious. Hrm, I'll look into that...

  • Megaman clone (movement prototype.) Special thanks to SullyTheStrange. :) Might add in shooting later.

    Live: http://andrewrabon.com/games/megaman/

    Source: http://dl.dropbox.com/u/3238586/Megaman%20Demo/Megaman.capx

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  • Just a heads up, going to my profile at least, the URL for the Google+ icon is:

    plus.google.com/https://plus.google.com/112555534027864058220

    Which is obviously invalid.

    And I may just be thick and missing it, but how do I change timezones? <img src="smileys/smiley5.gif" border="0" align="middle" /> Thanks.

  • True, I'll keep that in mind if I move forward and it's still not fixed. A big part of this was just learning how to set up a platformer in Unity, but I do have plans to use this prototype for a full game.

  • Sweet! You're a savior man.

    That has to be a bug right? Because I shudder to think doing that for every sprite...

  • Oh thanks for bumping, I did miss it!

    Wow, thanks for all the help. It's little stuff like this that usually trips me up, heh. Thanks again!

    Edit- He's still floating a pixel above for me...

  • Thanks, the disappearing thing does seem to be fixed, but that screenshot is from the latest build.