BluePhaze's Forum Posts

  • The black bar status thing would be on a separate layer with parallax set to 0 so it doesn't scroll. If you need it to slide down onto the screen, just position above the viewport and have it slide down into view when they hit a certain button. But if you want it always on the screen, just put it on a separate layer with parallax 0.

  • You may want to make it so that when you are in the car, you control the car, instead of controlling the player. Disable the players controls, pin it to the car, and then control the car instead. The issue is most likely that the player is turning, etc.. and the car is trying to calculate how to stay pinned to it as it rotates, etc... just a thought, hope it helps.

  • Do the tutorials and read the forums. You need to get the basics before you ask very generalized questions. There is no language, you don't have to write any code. You just use events and actions. Go through the beginner tutorials will give you enough to start asking more specific questions.

  • You may want to test in different browsers as some effects may not work in all browsers... haven't tested them myself, just a theory...

  • Not sure why you don't just use the scroll to behavior to have the camera always follow the player. You could have that entire map as a layout, then just have spawners on each areas of it that spawn the bad bad guys when the player gets close. That way you don't have to worry about transitions between screens. You can then make separate layouts for the dungeons and when the player steps on the door to them switch to the dungeon.

  • Keypress itself is an event so you don't have to do the every tick check. That just adds extra overhead. You should use every tick as little as possible.

  • There are many ways if you go through the tutorials. A simple one is the wait action.

  • As R117 is a beta release, you may want to try the last stable build which was R114

  • I think Spriter is about the only thing I have seen lately that provides any kind of IK ability for C2, and that has to be applied to the animation in advance, nothing real time in C2 that I have seen...

  • Looking good so far. Is it going to stay as a mobile turret? Wondering if you are aiming more at turret defense or it is meant to be some type of tank/vehicle?

    Keep up the good work.

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  • As Bear mentioned, you can swap sprites or animations. Easiest may be to have animation frames that are actually just the same exactly image and adjust the origin in each one, then just call that frame when you need to change origin.

  • delgado you should read through this thread a bit, it looks like it has been removed as it was out of date, you should now look for Podes HTML pack most likely.

  • Glad to meet you!

  • Construct creates HTML 5 games, the wrappers and exporters export HTML 5, not true native apps. If you want to create native apps for a platform then most likely you will need to use the SDK or buy the Development tools that are built for that platform. Get an objective C development tool for iOS (and learn objective C). Get Visual Studio for Windows 8 and Windows Phone (And learn C#), etc....

    HTML 5 is not a native or even a compiled low level language. HTML is not going to perform at the same level as driver level code on any platform. HTML 5 and Javascript are interpreted, procedural languages. Ranting about that fact won't change a thing. Construct is created by a two man team. The tool has specific goals and targets like writing HTML 5 apps. If HTML 5 doesn't meet your requirements, there is nothing Construct 2 can do about that. I wish McDonald's served the worlds best Lasagna which is also Zero callories and gluten free... but they don't. So that's not what I try to order when I go there...

    Part of game design is looking at your target platform, evaluating your game design, and using the right tools to create what you want. There truly is no one size fits all solution.

    If you are going to use any tool to create HTML 5 games, then you will have to get used to the limitations. Third party wrappers are not easy to create, that is why there are dedicated companies just for making them. That is what they are good at. They aren't making game design tools, they are making wrappers. Ashely and Co. aren't making wrappers, they are making game design tools. Since the wrapper developers are benefited most by having their wrappers and exporters used in as many scenarios and in across as many sets of tools as possible, they work to make their wrappers work with the various tools out there. But it takes them time, even though they know their wrappers and tools better than anyone.

    Why not spend time whining about why the browser vendors or marketplace vendors don't make native wrappers for HTML 5 apps since they want your html 5 apps on their market place. Or why the browser developers don't make the browsers all support the same accerlation features to allow for performance across all of them without the need for all these third party wrappers...

    Traditional game development meant creating versions of your game for each platform and working with multiple tools to target each one correctly. That story hasn't fully changed. While tools like Construct 2 make things easier to develop the game itself, unless Ashley and crew want to spend their full time making wrappers for all these platforms and ignore the core function of their tools which is game creation in HTML 5, then the best bet is to look at what wrappers that are out there and use them.

    Notice that even the teams that are fully dedicated to writing these wrappers and accelerators take months or even years to get them into a state that works well for their platforms of choice, and they have much larger teams that the one working on Construct.

    These are just the facts... They may be sad, but that doesn't change them.

  • For some reason there is a space as the last character of the link. When you click them, go to the address bar and delete the %20 at the end. Or Just click these ones. Also searching the manual works perfectly fine.

    Variables

    instance-variables