C-7's Forum Posts

  • It simply isn't possible. Construct and Unity projects are simply unrelated. You also can't import HTML5 projects into C2--it builds HTML5 games from the C2 project files, but it would be impossible to map code back onto the C2 behaviors. The only way to do what you're looking to do is to rebuild it from the ground up (port) in C2. Admittedly, this may not be as hard as you might think.

  • I would spend some time using the profiler tab in debug to pinpoint where things are going wrong. My guess is it's actually caused by taxing the CPU--the profiler would confirm or deny this, of course. My guess is there are some events that are causing a lot of problems that may not really need to. See if your cpu utilization is crazy or anything before you worry about graphical overload.

  • You also need to use the other files it exported with the proper settings. The file will give you the character dimensions to input into c2, then you need to add an array and import the json data the sprite font generator exported.

    Go look at the thread and download the example capx right below the big image to see how it's done.

  • You need to set the sampling mode from Linear to Point in the project settings (near where you pick full screen and pixel rounding).

  • Thanks for sharing the source. You show great skill especially given the short amount of time to complete the game. Of course I don't have the plugin needed to open the capx, but it is what it is.

    Oh yeah, I totally forgot to list any plugins I used. Sorry about that! I've edited the original post to include everything I used.

  • Before I say anything else, you can

    go play the game for free right now on the Scirra arcade!

    Great news! Little Girl did really well in the Ludum Dare 35 compo! Out of 1,118 entries, it placed 19th! Not bad for me first LD. It also got a bronze medal for Audio and Coolness. Here's a full breakdown:

    Description:

    How horrible! A poor, defenseless little girl has been locked away! Her captors are cruel and under orders to keep her imprisoned--or dead. Perhaps they weren't wrong to lock her away, though. She seems to house a dark, wildly powerful secret underneath her innocent appearance.

    Help the little girl skip her way to freedom by unleashing a hellish phantom from within, but don't let it consume her life.

    Little Girl is a dark, atmospheric action game where quick, merciless kills are the name of the game, and balance is the way of life. It features a fully-interactive soundtrack, morphing gameplay types, and a perfectly innocent, shape-shifting demon of a lead character.

    Little Girl was created in less than 48 hours as part of Ludum Dare 35's compo. Though it isn't the most organized thing ever, the source is also available either Here or on the Scirra Arcade page. There's some good example work for changing gameplay modes, guard actions, interactive music, and particles. I hope its helpful to a bunch of people!

    Lastly, I've uploaded a full playthrough of the game showing off the gameplay, some chaining, and other neat things!

    Enjoy! And, of course, don't use the assets for your own projects--commercial or not. Thanks!

    I used some third-party effects, but here is a full breakdown of everything I used in the project as listed in the caproj file:

        <used-plugins>
            <plugin author="Scirra" id="Arr" version="1">Array</plugin>
            <plugin author="Scirra" id="Audio" version="1">Audio</plugin>
            <plugin author="Scirra" id="Function" version="1">Function</plugin>
            <plugin author="Scirra" id="Keyboard" version="1">Keyboard</plugin>
            <plugin author="Scirra" id="Mouse" version="1">Mouse</plugin>
            <plugin author="Scirra" id="Particles" version="1">Particles</plugin>
            <plugin author="Scirra" id="Sprite" version="1">Sprite</plugin>
            <plugin author="Scirra" id="Spritefont2" version="1">Sprite font</plugin>
            <plugin author="BrashMonkey" id="Spriter" version="1">Scml</plugin>
            <plugin author="Scirra" id="Text" version="1">Text</plugin>
            <plugin author="Scirra" id="TiledBg" version="1">Tiled Background</plugin>
            <plugin author="Scirra" id="Tilemap" version="1">Tilemap</plugin>
            <plugin author="Scirra" id="gamepad" version="1">Gamepad</plugin>
        </used-plugins>
    
        <used-behaviors>
            <behavior author="Scirra" id="Bullet" version="1">Bullet</behavior>
            <behavior author="Scirra" id="LOS" version="1">Line Of Sight</behavior>
            <behavior author="Scirra" id="Physics" version="1">Physics</behavior>
            <behavior author="Scirra" id="Platform" version="1">Platform</behavior>
            <behavior author="Scirra" id="Sin" version="1">Sine</behavior>
            <behavior author="Scirra" id="jumpthru" version="1">Jump-thru</behavior>
            <behavior author="Scirra" id="scrollto" version="1">Scroll To</behavior>
            <behavior author="Scirra" id="solid" version="1">Solid</behavior>
        </used-behaviors>
    
        <used-effects>
            <effect author="Scirra" id="exposure">Exposure</effect>
            <effect author="Scirra" id="lens">Lens</effect>
            <effect author="TheBen" id="massiveverticalblur">Massive Vertical Blur</effect>
            <effect author="Scirra" id="overlay">Overlay</effect>
            <effect author="Danguafer/Silexars" id="pulse">Pulse</effect>
            <effect author="Scirra" id="screen">Screen</effect>
            <effect author="Brad Larson" id="vignette">Vignette</effect>
            <effect author="Viktor Korsun" id="water">Water</effect>
        </used-effects>
    [/code:2ulb31o5]
  • I think I tried everybody's games--great job everyone!

  • I was just about to come make a thread like this. Here's my entry for the compo (solo, 48 hours).

    Little Girl

    I also did a YouTube playthrough of the game for anyone who doesn't have a chance to play it themselves

  • Here's a playthrough of my Ludum Dare 35 compo entry (48 hour production) called Little Girl. The theme was Shapeshifting, so I think I incorporated that pretty well into the mechanics.

    You can check out and play through the

    game from here as well as check out the source!

  • I'll try to give it a look tomorrow, but for now, have you set the listener object to the player?

  • As R0j0 said, I limit it to the viewport. I also only z-sort when the player is moving (which is often, but still). You could potentially get away with z-sorting less often than every single tick, but it depends on how fast-moving your game is.

  • I get this in Edge, too, so I just assumed it was loading in the more advanced audio features as needed. But, yeah, my workaround has also been to just play a silent sound at the start of the game when it's not noticeable.

  • You're a third of the way there already! Keep it up!

  • This is a really substantial undertaking that will take a lot of planning, but C2 works just fine for it. If you're unaware of what a state machine is, google it and look up how that all works. Your 'turns' will be a series of functions triggered by a state machine with timers and such. Your moves, stats, and all that are likely going to be held in a dictionary object or an array. I, personally, use a large array for all of my game data with a matching google spreadsheet that I use for reference. I use that same array to keep track of every quest status, inventory, game progress, save data, and more in different columns.

    Enemies are either sprites or containers with multiple sprites controlled by a series of events. You'll probably have two version of them--one on the overworld, one that is controlled by your state machine in your battle system.

    Weakness, stats, and all that are going to be equations you come up with calculated using the values in your dictionaries and arrays.

    It's complex and there's a reason you don't see as many of them made--particularly in beginner-friendly engines like C2. They're perfectly doable, though.

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  • You should use two objects. One, a standard rectangle that has all of your player behaviors and events. It will be invisible at all times. Then, have a second object with all of your visuals and pin it out set its position to your invisible player handler. Then you can load all of your sprite frames in however you want.