C-7's Forum Posts

  • Oh, just tough it out like a real man. Rapidly scrolling your mouse wheel through all events on a single event sheet is the only "quick find" you need. Then you have the distinct advantage of monitoring all of your events at once!

  • I haven't worked much with cocoonjs or appmobi--I'm just not heavily interested in app stores for phones. But I've had a really good time working with clay.io thus far. They have a really nice API (plus a construct 2 plugin) that can handle leaderboards, achievements, and in-app purchases. Not to mention cloud saves.

    I have a freemium game I'm prototyping, and it seems most suited to just run in a browser. I've had very favorable performance tests on ipad2 and iphone4s, so it should run alright anywhere. And, really, it can only get better. I haven't tested performance on any android devices yet, so I can't vouch for them. But clay.io fits all of my needs: for the player to be able to pick up and continue anywhere, in-app purchases (good stuff! Don't be greedy!), leaderboards, and achievements so people can share with friends.

    So if you're heading towards standalone apps from the AppStore or Google Play, it might not be the route to go. But for in-browser games, they're doing it best as far a I can tell.

  • I do a rough sketch on paper (just boxes and lines) to plan out the progression, obstacles, flow, and gameplay theme. Then I often do a rough mockup in-game (boxes or basic wall elements) and then I build from the ground up. If its a platformer, that means all of the ground before decorations--and I spend a good deal of effort making sure parallax layers really add depth while maintaining gameplay. For top-down games, it means all of the ground (and return later for more detail), then walls, then decorations. I've seen plenty of people get so tied up in adding details that they forget to make the level fun/useful. Graphical flare is extremely important to me, but only for selling the gameplay or game concept idea to the player.

  • Making the starry background bigger (tiling) sounds like a much easier solution than anything else. It's the same as you would do it with a platform ear or any other kind of game.

  • What kind of service do you have on hostgator, normal web hosting?

    I apologize for not getting back sooner! I used to use hatchling on hostgator, and it was perfectly serviceable. It won't have the speed to compete with top-of-the-line sites, but it is by no means slow and works great. I recently upgraded to baby so I could host more than one domain on the service--I have adamprack.com as my personal portfolio and adamcreations.com that will be a semi-portal/showcase of licensable content. They're hosted on the same server and I can just jump stuff from folder to folder to maintain/reuse/move content. They use cpanel, which gets the job done, and there are a lot of MySQL and plugin options, too. Most of this should be regular on a lot of services, but some may (do) charge a lot more. I've also had really great up-time and they've been pretty helpful whenever I had an issue.

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  • Happy End of the World!

  • Juantar made a plugin to take care of this, and rexrainbow updated it to make it more stable and add some neat features. You can find a link to rexrainbow's updated version here. It works like a charm, just set in the events for it to order everything on whatever layer you need. I have it do it something like every 0.1 seconds, because its not really necessary to do it every tick. Just remember, like every non-official plugin, it means you won't be able to upload to Scirra's arcade with it.

  • That just doesn't sound like correct behavior from the engine. I'd be curious to see your events, too, just to see what's going on. I've never had behavior like that out of my games.

    And a .capx is the file extension for C2 files. On File>Save As ... You can choose to save as an all-in-one file (project.capx for example), or as a project with resource folders. If you save it as a capx, then you can share that single file and there won't be any file dependency issues. If you prefer it otherwise, don't worry, you can re-save to either format at any ime. I hope that helps!

  • And time for Microsoft to come through and screw it all up.

  • I think publicly asking for a way to circumvent the Construct 2 license agreement is a poor choice on the official (or any) forums. You may want to reconsider/consider removing this thread.

  • I've had a good experience with HostGator thus far. My site is hosted by them, and I get pretty decent speed, too. It won't compete with top-of-the-line sites, but it more than meets my needs. My games run fine off of it, they have a lot of things you can install on your server for free, if you should choose. Their file manager is a little lacking, but ftp fixes that anyways. I researched a lot a few years ago and came to them as my conclusion and have been happy with it since.

    I would avoid GoDaddy purely on their advertising.

  • UPDATE:

    -Revised Maze 5 due to user feedback

    -Added controls tooltip to main menu

    -Corrected some shadowing issues with Maze 5 (C2 wasn't Z-ordering properly)

    -Quite a few sound tweaks

    -More minor tweaks

    And released on MarketJS for publishers!

    Kind of scary, but exciting nonetheless!

  • Love the death slow-mo, but if you make a death animation for Nomed, it would add to it and make it more impressive!

    Thanks! That's something I did in Blight first (on CC) and it works extremely well, I feel. And I agree about the death animation--there's a burst of smoke/steam when the player dies now.

    UPDATE:

    -Fixed bug where you could zoom during the countdown and gain control of the player early

    -Fixed bug where you could stand still on the sinking boards and be immune

    -Added smoke/steam burst on death

    -Fixed error with touch screen input posting leaderboard score twice

    -Fixed some inconsistencies between touch and keyboard input in the finishing area

    -Changed how music plays at the start of the game to accommodate ios's touch before sound feature/quirk

    -Minor tweaks

    I'm running out of things to fix, so please give it a try and let me know if there's something you don't like or doesn't work as it should. Or, ya know, stuff you do like. I won't turn that down either!

    On a side note, I wish the arcade had lighter requirements on plugins...

    Play Nomed's Escape

  • Update - Nearly complete, final testing

    -I added a brief [skippable] intro that gives a hint to players about the main character.

    -Cleaned up the ending, made it work

    -All touch input should be functioning, including in-level buttons

    -Added sound effects

    -Completed making sound effects play only if you have them set to on in the menu (same with music--shaders on/off works, too)

    -Made a workaround to fix a problem with maze 6 where the sinking boards would get out of sink after a while (rarely, but it happened). Boards are reset every time you touch a checkpoint

    -Added the ability to invite facebook friends and tweet the game at the end

    -Cleared the leaderboard of my tests for when people come and play

    -Fixed a stupid bug with zooming on touch devices (tablet)

    Known issues:

    -Music doesn't fade properly at the end of some mazes

    -Music doesn't loop properly in Firefox. Blasted Mozilla!

    -Presentation not fully complete (end-maze screens will be more informative soon)

    -Still deciding how far to zoom with shift/touch

    I'd love to get some comments from people!

  • The music is done, I've got a little audio to finish up and I'll upload the next build with the audio all in. In addition, logging in is done at the end when you would post scores to the leaderboard, and I plan on having UI buttons when you're on mobile (for zooming and pausing). BTW, ESCAPE pauses.