Blacksmith's Forum Posts

  • Hi klkitchens,

    The browser object has a 'Platform' expression which returns the platform your app is running on (see here).

    And thehen's cool Windows Phone plugin, has an event to test if your app is on a Windows Phone.

    Those should help to get you started.

  • Hi jabelone,

    The problem is that you've only created an event sheet for 'Soundboard'. So when that layout is showing, its event sheet can tell it what to do. But when you go to 'about', there is no event sheet, so nothing to tell the program what to do?

    You should add an 'about' event sheet, and link it to the 'about' layout. Then you can copy/paste your events there, so that the program knows what to do when it's on that layout!

    Good luck.

  • Hey tulamide,

    Here again for my weekly fix of music! ;) Your new stuff is sounding really good.

    The campfire collection has a nice tribal feel to it. I particularly like the way the sound rises and falls in campfire_night_16b. They would all work really well in a fantasy styled RPG!

    steamroller_8b has a futuristic / apocalyptic type sound (very cool)!

    I love panies_8b & itsameeh_8b, both have a very retro style. They would work well in a pixel-art platform styled game. Although pansies_8b sounds a little bit sad :(

    troops_4b has a very BIG sound, and does conjure up images of an army on the march. And troops_2b has a much faster, heart pounding feel to it. Both would be great for building tension and creating atmosphere in a game!

    I like parasite_(a, b, and c), they all have a very modern, even slightly futuristic feel to them.

    As always, another fantastic collection to add atmosphere, tension, suspense, and real feeling into our games. And I still haven't found one I dislike yet!

    Nice work ;)

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  • Hi OrangeFlash81,

    It's difficult to say for sure without seeing a capx. But delays in loading are usually caused by too many images or images which are too large.

    Probably worth making a copy of your project, and systematically removing images, to help you track down the culprit/s.

    Good luck

  • blueman321,

    Not sure I fully understand what you want to do. If you are moving your object, then its self.X will always be changing, so it wouldn't be very useful to use that within the expression.

    If you want to limit the movement of your object to just +/- 20. You could still use Yann's example. Just create an invisible sprite/box, which is 40 pixels bigger than your object. Then use the clamp expression from the example.

    Edit: If you want to record the original x of your object, you can put the value into a variable. Then use that var as a reference for objects original position.

    But I think Yann's method would work best.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi blueman321,

    All you need to do is add 'Drag & Drop' behaviour to the objects you want to move around. I've added a simple example (DragDrop.capx).

    If you want to limit its movement to certain areas, just use this example by Yann (limited movement example)

    Hope that helps :)

  • Hi DenisNegro,

    There are lots of people on the C2 site, who would be happy to help you learn how to develop your idea. But you'll have to provide more specific information for them to do so. For example, what type of game are you trying to make? Do you want to learn how to make your character jump, slide, run, fight etc. The more information you provide about what you are trying to do the easier it is to help!

    There is also lots very useful information already available on the site. You can try the 'How do I' section first, and if you can't find it there, then a general search can often help you to find what you want.

    Good luck, I look forward to hearing more about your idea (sounds interesting)!

  • Hi Nofish,

    Nice game, it runs really well and has a very professional finish.

    Good luck with it, I hope it does well!

    Edit: I did notice that on the second page of the tutorial section (line two) you have misspelt 'DOWN' ('DWON'). It's only a minor thing, but I thought you might want to know!

  • Very useful info Dave Hailwood, thank you for sharing.

  • tulamide,

    No worries, I'd be very happy to help out    <img src="smileys/smiley4.gif" border="0" align="middle" />

    Anyway, it's the very least I could do, when you are giving away all of your hard work for free!

    And it helps that I really like listening to your music as well! But don't worry, I promise I'll give you an honest review ;)

    I'll keep my eyes open for your next post.

    And don't forget to take a break now and then, everyone need to relax once in a while!

  • If the game is only available as HTML5, then I think you can license its use on game sites, but you'll need to approach some publishers for that. I haven't done this myself, so that's about as much as I know on that subject.

    If you decide to export for other platforms as well, then you have the opportunity to generate further income.

    So, you could just sell your game via app stores (Android, Windows, iOS etc.), and place a one off price on the app.

    Or (as mentioned above) you can give away the game for free, but add IAP. I this instance most people will generally just continue to use the app for free, but a small percentage will decide to purchase some or all of the extras you've added for IAP.

    And of course, you can create revenue through advertising as well.

  • Hi elafreat,

    As the name suggests, a 'Revenue Share System' is a system where participants share in the revenue created by a product. Generally the percentage of each individuals share, would be agreed before undertaking a project.

    If you choose to give away your app for free, you can still make money by including IAP (in app purchases). You can also generate money by placing advertising in your apps.

    Hope that helps.

  • adnan628,

    You can achieve this by adding to a global variable every time a collision occurs.

  • Does anyone know if Cocoonjs + C2 issues have been fixed yet, or are they still ironing out the bugs?

    All of my projects still display / react incorrectly when I load them into the launcher. I get black screen on some, tiled backgrounds displaying grid lines on others, and movement seems to be really jerky on all.

    If they're still working on it that's fine, but there hasn't been any chatter about this for a few days now, and I was becoming concerned that I'd missed something!

    Thanks

    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hi thren,

    Try putting in an event that compares your score variable. If you select system events, there's a 'compare two values' option you can use. In your event you can say that, if bullet_var = 0, then go to new layout.

    Good luck.

    Edit: I've updated your capx to show you what I mean (updated capx)