BluePhaze's Forum Posts

  • I test all my games on my Surface RT, it makes a great baseline.

  • Just some additional notes and clarification:

    • Windows 8 apps use the default browser which is IE10 which does not support webGL.
    • Windows RT and Windows 8 will both run your apps and performance should be relatively similar (though Windows 8 can have beefier CPU and Video depending on the device).
    • If you want to run Construct 2 on your Windows machine/tablet, it will have to be Windows 8 not Windows RT. RT does not support the install of desktop applications, only windows store apps which Construct is not.
    • The above also means that apps exported to .exe format will not work on Windows RT devices. They need to be built as Metro apps and published to the MS Store.
    • Minimum Screen Resolution for Windows 8/RT apps is 1366x768
    • You need to implement windows 8 features such as Snap View, etc... the metro plugin handles most of this for you.

    Hope this helps,

    James Waymire

  • You can easily setup an event for on collision with player2 and do the same for the other player. At that point you can make them react any way you want.

  • It looks like that particular zombie is set to walk right first. But on spawn it is placed facing left. I can't tell from your logic, but it looks like the zombie is being moved to the right but the platform simulate movement is not being used possibly... can't really tell what the issue is yet, I will keep looking though.

  • That is awesome to hear! I can't wait to show you what my team comes up with using Spriter and C2. It's a large part of my strategy for making my workflow smoother and allowing my artist to focus on pieces at a time instead of entire poses.

  • Check the basics, video card drivers up to date, layers are not on top of the sprite layer, layer backgrounds set to transparent, etc...

  • Each platform has it's own supported options. You should look into the documentation for Android and iOS apps on the relevant sites. Another option though is to look at the various plugins and platform export tools that are available as they have options as well. In particular I would look at: appmobi, cocoonjs, clay.io, and some of the other plugins as they have support for in app ads depending on which platform you are targeting.

  • I'm using the platform behavior, in which i changed the speed property to something faster then the walk. Then you just make and use a timer variable for how long you want to let them dash. Nothing complicated really.

    I'll send you a striped down version if you want, when i dig up the project file. 8)

    Ah ok, so you are just temporarily speeding things up. I have a run/turbo button in mine where I set the player max speed while it is held down which works similar. I like the timer idea for the dash. One thing I am still trying to get a good method for is an air dash that does not have any downward movement until the dash ends, basically they just shoot forward a certain amount of pixels (and can be used as an air attack). Then at the end of that air dash they can then execute one in another direction as well. For example, I jump up, do a forward air dash which shoots me forward a few hundred pixels, the as that dash ends I can also start an upward air dash directly as I finish the previous dash. So they can dash twice from one jump, but the dashes cannot both be aimed in the same direction. Combining this with my wall jumping techniques I think will lead to some interesting ways for the player to explore the environment and try to find routes to get to areas that would otherwise be unreachable...

    I have a few ways to do it so far, just iterating on the method until I have it as simplified and responsive as possible.

  • I am not quite sure I understand the question... how do you stop what from interacting with Hidden layers?

  • Anyways love Spriter and now that your here. Will a new C2 plugin be coming out with the next beta release? C2 could seriously use one.

    +100 on this one!

  • Great video, I am working on some tutorials covering advanced platform behaviors, and will post them once I am done as well.

  • Do a search of the forums (using the search forums box at the top of the page) and you will find many examples with Capx files. Here, I searched it for you: scirra.com/forum/search

  • Hello there, while I am still coming to grips with C2 myself, the best options I have seen so far are basing things on dt (delta time) which by default most platform behaviors should be. You can use dt to calculate the amount of time that has passed and base things off of it instead.

    Maybe some of the others here will be able to offer some better explanation on it.

    On a side note, I love spriter, great work! And just for my curiosity, is the game you're working on Nnar?

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  • Look at the tutorial for supporting multiple screen sizes as well. You don't have to build your game to a size for a particular device as long as it scales to that size without issue.