Blinx123's Forum Posts

  • Are people still able to submit iOS 6 apps? I bought a iPod Touch 4G last Christmas but didn't do much until now.

    PS: Why does the headline say "...and OSX 10.10"? Was this really a surprise to anyone?

  • helloo..

    i want to ask something,i have tried to export my games with node webkit,but that make my game size very big for windows,what happen with it ya?

    Node Webkit is a wrapper (containing a browser and half a dozen libraries), so the resulting applications are quite a bit bigger than your typical compiled application written in C/C++ or ASM.

    Can't really do anything about it, 'cept for compressing your assets or using something like UPX*. Using UPX or similar products will, however, have an impact on RAM usage.

    Alternatively, one could surely fork Node Webkit into something with a smaller footprint.

    *http://upx.sourceforge.net/

  • Got it working with "bounding boxes" (sprite rectangles covering a certain area + path change on overlap with those), for now.

    I'd still be interested to know why the sprite is never truly traversing to the exact point set, even though nothing is blocking its path.

    I also feel like there should be a more direct way handling UIDs/IIDs inside an action. Something like "Sprite.UID.430" where 430 is the UID. Or possibly "Sprite.UID (430)", for easier separation of object properties.

  • Thanks.

    Looks good. But also less "random".

    Moving up and down isn't the only thing either. I have another enemy that is supposed to run in circles. Really wish there was an easy way to just have the sprite follow a pre-set path.

    EDIT: I think I found the culprit. For some reason, the sprite never fully moves to the Y position. Not sure how to fix this though.

    Please. Is there no one with a solution? I only got 4 days left to hand this hand. It's really stressing me out. Can't believe how inflexible Construct 2 is in regards to waypoints

    I mean. All I want is have the sprite move on a predefined path. Is this so much to ask for?

  • Could you give me a quick example? I can't quite seem to wrap my head around this.

    Having the sprite move from down to up and up to down couldn't possibly be that difficult, could it?

    EDIT:

    Shouldn't this work? What am I missing? I also tried a stop action on arrival/after traversal of the path. To no avail. It only traverses upwards, then stops there.

  • Is that available for actions too? I usually pick that one, but only for conditions.

  • Thanks. That helped. Now I just need to find a way to control the behaviour. Above script doesn't really work the way I imagined it.

    EDIT: Sorry for being so "nonchalant", btw. The game is an entry for a contest that is going to end soon, so I'm in a bit of a rush.

    EDIT2: Above question is still valid, but I'm using waypoints now. Which bears another question. Is there any way to set the UID inside both, condition and action? Say if enemy sprite is at Waypoint UID 97 and should thus move to Waypoint UID 98. Is this possible somehow?

  • Just chiming in to say that I'd be happy to help with potential Mac OS X and GNU/Linux (32 and 64 bit respectively) ports.

    I'm mainly trying to get my name out there, so I'm working for Steam codes, a name in the credits and/or beverage money.

  • Could somebody please explain to me why the following tidbit isn't working?

    tidbit isn't working (the actual part is at the lower end, but I thought posting the whole might be easier to debug)

    Essentially, I want the enemy sprite to constantly move from to the lower position at Y=470 to the higher one at Y=232 and back again.

    This part however, only fires after the first player death and only in the first direction (470 to 232).

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  • I think I found the culprit.

    My Windows 7 VM lost it's network connection. Somehow, Clay.io has it's issues with being used offline (makes sense, since some of the scripts it accesses are placed on their servers). I fixed this by adding a login button to the main menu and adding "Is Online" browser conditions to all clay.io actions, so they only fire when the machine is really online.

    PS: Has anyone tried the Desura API? I hear it's mainly XML and Ajax, so I guess that would work for HTML5 games too?

  • Are you using Construct R173 (the current stable release)?

    Anything you had to do that I might have forgotten? Basically, it malfunctions as soon as I add the plugin to the project for me.

  • > Are there any achievement services other than those aforementioned two which also happen to work with Construct 2? Clay.io doesn't seem to work at all anymore, while Gamejolt requires the developer to upload the game to their site (which I cannot currently do).

    >

    Why "Clay.io doesn't seem to work at all anymore"?

    I get

    [quote:32ajddp9]

    TypeError: Object #<Object> has no method 'fetch'

    at Object.n.exports.checkForUpdates (http://clay.io/api/api.js:45:174)

    at Object.n.exports.store (http://clay.io/api/api.js:45:110)

    at c.d (http://clay.io/api/api.js:219:363)

    at c.emit [as $emit] (http://cdn.clay.io/socket.io.js:8:4894)

    at c.onPacket (http://cdn.clay.io/socket.io.js:8:20419)

    at d.onPacket (http://cdn.clay.io/socket.io.js:8:16787)

    at c.onPacket (http://cdn.clay.io/socket.io.js:8:10730)

    at c.onData (http://cdn.clay.io/socket.io.js:8:10467)

    at WebSocket.websocket.onmessage (http://cdn.clay.io/socket.io.js:8:21443)

    Every time I start the game with this plugin installed.

    I also hear a lot of people complaining about issues with leaderboards, so I assume it's probably being abandoned.

  • Are there any achievement services other than those aforementioned two which also happen to work with Construct 2? Clay.io doesn't seem to work at all anymore, while Gamejolt requires the developer to upload the game to their site (which I cannot currently do).

  • Launching my game with the clay.io plugin enabled, I get the following javascript error (I'm using Node Webkit):

    TypeError: Object #<Object> has no method 'fetch'

    at Object.n.exports.checkForUpdates (http://clay.io/api/api.js:45:174)

    at Object.n.exports.store (http://clay.io/api/api.js:45:110)

    at c.d (http://clay.io/api/api.js:219:363)

    at c.emit [as $emit] (http://cdn.clay.io/socket.io.js:8:4894)

    at c.onPacket (http://cdn.clay.io/socket.io.js:8:20419)

    at d.onPacket (http://cdn.clay.io/socket.io.js:8:16787)

    at c.onPacket (http://cdn.clay.io/socket.io.js:8:10730)

    at c.onData (http://cdn.clay.io/socket.io.js:8:10467)

    at WebSocket.websocket.onmessage (http://cdn.clay.io/socket.io.js:8:21443)

    Anyone got a solution for this?

    I only need clay.io for achievements.

    EDIT: I can't even access the script stored at http://clay.io/api/api.js, so it could be that. Which makes me wonder: What about being offline? Surely, an unreachable script shouldn't crash the whole game.

  • Having created a simple lifebar (three red balls each displaying one life), I wonder if there is a way to efficiently display the loss of a life.

    On the loss of a life, I want to reset the layout, substract a life from the global variable "Lives" and set the lifebar frame to one frame before (the way the lifebar animation is set up, the first frame displays zero red balls, the second one displays one, the third one displays two and the fourth one displays three) .

    Is this somehow possible or will I have to base this on multiple conditional branches (i. e. "if variable 'Lives' = 1, set frame to 0", etc)?