Chupup Games's Forum Posts

  • it's a small company, so you will have to wait a bit, but they will contact you for sure.

  • write an e-mail to the official support:

  • In the manual it says this:

    [quote:3m4pwoqi]Effects are visually impressive, but can slow down the game's performance considerably if over-used, especially on mobile. Using an effect on objects with many instances is especially slow - often it is much more efficient to place all the objects with the effect on their own layer, then apply the effect to that layer instead. This allows the effect to process everything in one go, rather than having to inefficiently re-run the effect for a small object over and over again.

    So, if you put the effect on the layer and not on the object, i think it doesn't matter how many objects are on the layer.

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  • Can it be it's because your blue object (the one with the platform behavior) has set it's jump strength to 200?

    If you set it to 100 then it looks more realistic...

  • Reserved for Part 3

  • Hi!

    Sometimes i play around with Inkscape a bit just for fun and don't use it

    for my own games. Maybe you have use for this assets, then feel free to use them in your games.

    Just give me credit, if you use them in a commercial game

    You can download the Inkscape SVG File here:

    http://opengameart.org/sites/default/files/Vehicles_Trucks_01.svg

  • Because Scirra is not Unity. Scirra is a smaller company that earns their income from selling licenses to us. Unity is a big business company already, that doesn't rely on selling unity licenses anymore. They make money on different ways, like giving pro support, providing courses, license special tools to big studios etc. But also Unity needed many years to get this big player they are now. It always depends on your business model, too.

  • Don't use a single sprite! For what you want to do a tilemap is the way to go. Because a tilemap re-uses identical tiles, it saves you a lot of memory and is also more efficient to draw on screen.

    Use this tool to extract the tiles from your map image:

    http://renderhjs.net/shoebox/

    delete all doubles and create a tileset.

    Then use this tool to create your map with the tileset you made before:

    http://www.mapeditor.org/

    The maps you create with this tool can be loaded directly into Construct 2 (read the manual

    on how to do)

    I advice you to search the internet on general information about tilemaps in video game design

    for you get an idea of how it works.

  • In the Ribbon under the menu entry Events you can find a search option and there you also can set bookmarks. I know it's not a hot key but it's only one mouse click away and you can search all your events.

  • I think it would be good if you could choose between difficult levels, like beginner, normal and expert, where the amount and speed of the attacking ships is different. The design i like, it's simple and clean. Maybe you can add some cosmic nebula or galaxy image in the background or animate the moon (let him turn slowly) and add some asteroids floating around that the player can destroy and in the asteroids could be some crystals, that you must select to finish the level or that gives some kind of special power...

  • Although i die very fast i like the game! The spaceship design is really good! Keep going.

  • The delay often comes from

    1. too low rotation speed, set the Rotate speed of Pathfinding to something like 360 * 4

    2. too small cell size, try to make your cells as big as possible

  • No, doesn't need paid. I think you can right click a folder, than has an option to make it public. If your exported game is in your public folder, right click on the index.html file and copy the link to it. This link you need to share here.

  • I think, while there still is space for improvements in the C2 engine and also in the runtime enviroment (Chrome, NW), many problems are (from example capx i saw from others) user-made or because the lack of hardware support.

    The biggest problems from user side are:

    • overuse and misuse of Physics (really, many things you can easy code in 2 or 3 lines, but some developers use physics for everything / also mixing incompatible moving (like 8-direction) with physics) Advice: only use physics if there is really no way you can get the behavior you want in code.
    • overuse of WebGl effects (effects are very heavy, try avoid them as much as possible, most things can be baked in the sprites/background images already)
    • overuse of Particles (not much to say here, but keep in mind: a bad game doesn't get better because you use explosions with thousands of particles...)
    • using way too big image resolutions (i remember this now, when reading another post) Always use images in the smallest size possible, specially for mobile games, because many small devices still have memory & gpu power problems with over-sized images. You really need a 2048x2048 background picture for your 2d retro platform game? I think not...
    • logic errors/coding errors (like for example putting stuff in the system.every tick that doesn't belong there)

    I don't say that everybody here makes this mistakes and that there aren't problems with the construct engine itself, but from what i experienced around 80 % to 90% of the users that have problems with their games, have them because of misusing the engine like i show above. The biggest selling point of C2, it's easy way to use and make games, is also the biggest problem of it, because many people without knowledge of the underlying technology or even coding are attracted and if something doesn't work like they want, for sure they blame the engine first.

    There is another issue from the hardware side and this is lack of WebGl support from drivers (video cards)

    Your shit little 80's arcarde game doesn't run well on your big pc or on your mobile, if your gpu doesn't support WebGl at all or good enough, and there is not much Scirra can do about. Because of this we have this big difference between all the devices we are testing our game. But because all GPUs made in present time support (hopefully) WebGl, this issue will vanish.