BluePhaze's Forum Posts

  • Maybe because the player is still moving and every move within the cone fires off the pathfinding again so maybe it is stuck starting the pathfinding over and over until the condition is no longer true?

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  • teledine Construct 2 is for developing HTML5 games, not C++ or directX games. Totally different products. Construct 2 gives you the type of drag and drop and event driven game design capabilities that Construct did, just for HTML 5 games though which currently means 2D.

  • Ashley Not sure if he can post the capx link as his rep isn't above 500...

  • From the times I have seen this type of behavior, this usually ends up being related to animations and events that are triggering them, or related to the bounding box or image points changing position/shape during animations.

  • Don't start the timer until the layout starts.

  • lucid I have been having issues when bringing in my sprites. The issue is in sizing them, I want to size them proportionate to the rest of the objects in the layout, but I have to guess and the set the scaling. What is the best way to resize once they are imported? I can't make heads or tails of the pile of sprite parts that get shown in the layout editor in order to use them for some type of resizing or anything else. What is the best way to work with them visually in the layout? Or even using properties in Construct 2 to set the height and width (and keep proportions) in Construct 2?

    I am also having issues trying to get my spriter imported sprite to function with the platform behavior. I don't know which object to assign it to, the family, the container the object...

    The last piece is that the object seems to float above the ground for me once imported which tells me that the image point being used for the overall sprite needs to be moved, however, I can't figure out how to work with it to get it aligned correctly as the pile of parts that appear in Construct 2 doesn't lend itself well to sizing, adjusting image points (No idea where to even start on that one).

    Sorry to flood you, I have been reporting Spriter bugs to you on the Spriter site, but have been waiting to report the ones I see when bringing the imported SCML into my construct projects. I figured this is the place to do it.

    Thanks again for all your hard work!

  • damainman What logic are you using for the layout scaling? Are you doing it on a layer by layer basis or directly adjusting the layouts scale through properties?

  • damainman Have you looked at how many layers of images you have? Most mobiles get overdraw if you have enough overlapping objects and layers with graphics. It can blow the memory out on them pretty quick. Having multiple layers with images overlapping still draws the sprites from each overlapping layer from what I understand on mobile.

    I am pretty sure I am going to have to end up going with separate forks of my build to support mobile, etc...

  • Tom Avatars and button images for the tool bars seem to be missing. Also maybe some of the CSS may not be linking up as I am getting some pages that everything is rendered as lists of text instead of the normal forum formatting when refreshing randomly

  • CimaWebDesign Figured I should ask are you going to add the rest of the tile types? As in corners, Upper Right/Left, Sides, etc... the only ground tiles I see are center blocks which are great for doing long stretches but nothing really for doing quality looking variations in terrain for the foreground.

    If not it is something you should consider:

    • Make your tiles more seamless. I know the gradients give them a specific style, but it also makes it very apparent where the tile seems are which can break the continuity of the game environment.
    • Make the tiles have sizes that fit common grids (32, 64, 128, 256) and square in area so they can tile more easily by using the snap to grid settings.

    -Make the classic 9 block tiles Think taking a chunk of ground and splitting it up like a tic-tac-toe board. That way you have center pieces but also have sides and corners etc... so you can make professional looking ledges, etc...

    -Jump/Fall Through tiles (thinner) like branches, thinner ground tiles, etc...

    -Slopes

    • Multiple color/hue versions of each tile set as many of the programmers who have no graphics experience may struggle to do swatch conversions, etc... in graphics tools.
    • Tiles/Icons for generic power-ups
    • Icons/Buttons for basic movement on touchscreens (up, down, left/right, jump, etc...)

    Just some thoughts that may give you a better chance of getting some good money for your tile sets. Not trying to be critical or negative at all, just trying to give you a better chance of selling your tile sets by making them easier to use and also making them more flexible for using for larger games and projects. You have a good start, keep at it.

  • Did anyone find any that are not targeted at Japan?

  • damainman Looks great! What resolution are you using (layout size, viewport size?) and what type of frame rate are you getting on different devices? I have some plans for a Wanderer's from Y's type Action/RPG/Platformer as well. But skilling the 8/16bit era graphics and going with a bit smoother vector graphics. I am always curious on the performance others get with large layouts...

  • I would look at some of the threads on random level generation and bitwise method for level generation. These may point you in the right direction as this is really a subset of that type of operation.

  • The meat of this question is below. Note that he asks what if they DON'T have those browsers installed.

    I read somewhere that you need either firefox 11 or chrome 18. But what if players don't have those installed.

    If they don't have Firefox or Chrome (Versions that support GamePad) then they need to update or install them. IE and other browsers do not yet support the GamePad API. I had a talk with Microsoft last week and was told currently they have no plans for the GamePad API as touch is a bigger priority for them currently.

    So you are stuck with GamePad API only working in FireFox or Chrome. If your users won't have those, they will have to use keyboard/Mouse or Touchscreen.

    The other option is hope that someone like ludei or appmobi or phonegap comes up with some type of way to expose the OS GamePad support to your game, or find a library that can be used to add GamePad support if there are any out there.

  • TELLES0808 Thanks that is probably what it was. The ID's from the blocks that were duplicated probably wasn't changing.