BluePhaze's Forum Posts

  • I run it on my ASUS G73JW, but it is overkill for COnstruct 2, 8GB DDR3, Core i7, 17inch screen, Video Card with 2GB DDR5.... but it also runs fine on my work laptop which is nowhere near those specs.

    Core i5 with 4GB should run it just fine...

  • lucid Thanks for all the updates! One issue I am seeing is trying to install the new version of Spriter I get this error:

    "The Program can't start because QtOpenGL4.dll is missing from your computer. Try reinstalling the program to fix this problem."

    This is on Windows 8. All releases up to this point have worked fine, this one just won't install as it keeps giving me that error. This is the link I used to try to download the latest version from your post:

    dl.dropbox.com/u/1013446/SpriterReleases/release/beta/publicDaily/Spriter3-29-1823.exe

  • Also if you look around at the tutorials you will find projects for making tile maps, etc... in COnstruct. You can also import them from other editors, or create your own fairly quickly like this using arrays:

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  • Just saw this and thought it was worth posting for those of us who consider IE (Windows 8 and Windows Phone) to be a target audience: IE11 Support for WebGL?

    Note the article is geared at Windows Phone, but that is due to any changes to Desktop IE11 making there way to the phone version.

  • IF you want to put objects in your hero's hands, etc... you can either make the items a separate sprite and attach them using image points in contstruct. Or you attach them by making them part of the graphic and then setting them as frames of the animation when you import them into construct. If you go through the basic tutorials they should teach enough about how to make animations and image points.

  • Use the platform behavior and disable the default controls on the object so it doesn't move when you hit the arrows. Also destroy outside of layout is helpful it if is going to fall off the screen, in order to save on memory.

  • Yann did a tutorial type video on this on his youtube channel as well. You can find it here, though it does tend to wander a bit as he did it live while working out how to create a selector: Marquee Selection

  • Cool beans, makes sense, just struck me the wrong way when I saw it.

  • Hello There, just wanted to see if anyone else feels this is a blatant ripoff of the ghost shooter demo... player, bullets, ghosts, everything looks like someone took the sample and slightly modified the graphics on them to make this... I could be wrong... but it just struck me as very very similar...Ghost Hunter

  • You can also simply assign the bullet behavior to your enemy which will automatically give them a linear movement which you can then use your events and logic to tweak.

  • arcgen what do you use for creating your tile sets? Any particular templates, or tools that you would recommend? I can draw my environment, but my current issues seem to come from trying to create the tiles in all the needed positions/angles, etc...

  • At the top of your page I get a message that your browser does not support HTML 5. Odd, I am using IE10. What are you using for detection?

  • There are a few tutorials here on the site to do that using arrays. Look for level select in the tutorials section... Found this in about half a second using the search box on the tutorials page: Level Select

  • go through the platformer tutorials, they give the basics of having some AI for your enemies, mostly it comes down to either creating functions that get called, or creating invisible sprites, that when they run into them triggers an action. For example if I want my enemies to jump over a gap, I assign them movement using bullet behavior or something else like Platform (simulate arrow keys), and then when they collide with my invisible sprites I have them jump, or do something else...

  • I have to say that designing for screen sizes and resolutions that you can't/aren't going to actually test for is a mistake. You need to test it on the devices you are targeting. Would you trust a car manufacturer that has never driven their car on the road?

    There is no one size fits all. The past has always been about designing for the lowest common denominator, if you don't want to do that, then pick a size that you feel works for your game. Test how it scales both up and down and make your decisions based off of testing, not opinions from the rest of us who don't have your game and can't test it on multiple devices.

    If you want to seriously do well as a game designer you need to test these scenarios thoroughly and adjust your design as needed. You can't just rely on other saying well this size may work for your game which we have no idea how it scales on different devices.