benpalgi's Forum Posts

  • Is anyone else having poblems exporting to HTML5 and retaining the behaviour functionality?

    It seems that on bit baloon it simply doesn't work...

  • Just copy the plugin files into a new folder in the exporters-html5-plugins folder.

    However, it stopped working because the domain got expired.

    If you don't need thousands of Emails a month and can do with just a hundred/month, you could easily set it up through Zapier and their Webhooks Zap.

    You send Zapier a POST request through the AJAX plugin which Zapier then turn into an Email. it's easy to set up, you can design the Mail much more comfortably than in the Construct 2 editor and it works flawlessly, but it's limited in scope. if you want more Emails, you would need to access the API of other mailing services. it would be a bit trickier though.

  • Thanks!

    Here's a little thingy i made for the Jam game.

    Randomly generated fish

  • The target market is also very important...

    Even though they didn't want car-oriented games, For kids, i'd ambitiously go for a Procedurally generated VR driving experience.

    The kid in his backseat wear a mobile VR (Gear, Google Cardboard) and "drive" (The driving is actually done according to the real life driving. as the car steers, the game steers etc...) through an infinite procedurally generated landscape. on top of that it's quite easy to add small interaction stuff like items to collect or animals running near/in front of the vehicle.

    This might sound like something totally out of skill or budget, but it's not that difficult since we're not talking No Man's Sky levels of generation here, just a simple terrain generation and relatively cheap model packs.

    That isn't possible with construct 2 though, so you will have to migrate to Unity or Unreal Engine.

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  • There is a handy Nickname plugin that enables you to create an object by its nickname.

  • Heh, i can see why you struggle then. if you don't want to reveal the company's name in public, you can PM me and i'll see what ideas i can come up with...

  • It really depends on the brand itself.

    If it was Coca Cola, i'd go for something "young" and energetic, for example, a "runner" game of a surfer that rides the coca cola logo lines (obviously randomly changing to create a challenge, but where the general aesthetic would remain).

    For something like a vodka brand, i'd go for something that blends real life with the game, or in short, a mobile based party drinking game. (I created something like that for a Pub chain which involved "forcing" interaction of the players with the pub clients).

    In short, the possibilities are endless and essentially depends on the brand, the target market (Kids, Teenagers, Young adults, etc..) and the desired commercial message.

  • That's a cute trick!

    There is a lot to explore here with regards to rotating and displacing tricks to create perspectives.

    I have found that adjusting the luminosity of the parts helps distinguish it from other objects and conveying that 3d look.

    This is without the luminosity shading

    This is with

    I simply adjust the parts from bottom to top with gradually increasing luminosity..

  • Maybe something like: Add another Variable, start it at 0, call it "Timer", set the death condition to: health<0 and Timer<60 -> your code stuff, plus add 1 to "Timer".

    On Timer=60, destroy object.

  • a small fishing game for "Fishing Jam 2"

    https://itch.io/jam/fishing-jam-2

  • I covered it in the reply with first example:

    "you can achieve the same effect by comparing the X position of the player and positioning it accordingly. (When X>LayoutWidth -> Set position to Player.Width/2 + 1 || When X<0 -> Set position to LayoutWidth - Player.Width/2 - 1)".

    You could also achieve that with the second example (In fact, you have far more control and options for variety with the second example), as you can see in it, there is a gate for each layout. in layout 1, there are gates for 2,3 and 4. in layout 2, there are gates for 1,3 and 4, etc.. when the player enters gate 4 in layout 1, after the switch to layout 4, the player gets positioned to gate 1, the one he came from. this way you are not restricted to the layout edges and are free to position the doors/gates wherever you please., but you could totally simply position the gates at the layout edges.

  • I watched a video of that game. haven't seen more than two exit gates for each layout, so the first Capx could actually fulfill what this game is doing, however, if there are more than two, the second Capx i shared would definitely be more than enough.

  • Maybe you have forgotten to set it to be a global object?

    About the layout switching, it would help if you post a screenshot of your game/project so i could be more specific with the help.

    If its a 4 way layout switching, like some platformers, ie, up, down, left and right, i'd say using an Array that tracks in which cell you are now and then move to the layout according to the player's position is the best way. if your game is like that and you need an example, say so and i'll provide a Capx.

    Generally speaking, if you have a multiple, varied number of rooms entrances per layout (More than 4 for each direction) you can't escape having to at least designate which gate leads to which layout.

    The easiest way i can think of is to have a family of "gates", have an instance variable for that family that's called "Layout" and manually go through each of the gates and set its instance variable to the Layout name it links to. (You will only have to do it once, and upon every new gate you create)

    Then a simple event of When overlapping "Gates" go to Layout str(Gates.Layout) will launch the linked layout. that event will be valid throughout the entire project, so long as you remember to put every gate into that family and to indicate its variable/linked layout.

    I have created an example. overlap a gate and press the up button to move to that room/layout

    https://dl.dropboxusercontent.com/u/213 ... ching.capx

    I also made it so that the player will get positioned to the doorway that leads to the layout he came from.

  • Try this Capx.

    Note that i made the player sprite and the gates global objects, but you don't actually need those gates since you can achieve the same effect by comparing the X position of the player and positioning it accordingly. (When X>LayoutWidth -> Set position to Player.Width/2 + 1 || When X<0 -> Set position to LayoutWidth - Player.Width/2 - 1 || The plus and the minus is so that upon positioning you would not have the player in the area where the layout switches).

    https://dl.dropboxusercontent.com/u/213 ... ching.capx

  • Anything you want to keep between Layouts should be marked as global in the editor. as for the sides, the player will remain where it was when you switched layouts so you would have to at least create a player positioning event on layout loadings.