Chupup Games's Forum Posts

  • Wow, this is really one of the better games i see here so far. I love the art style, the background music and sfx fit perfect. I will follow your project and test the game more intense. But in my opinion you should def. complete this game! It's a great job you do.

    The only thing i did not understand now when i was testing is why i can turn with the arrow keys but not move?

  • Hi and welcome to the forum.

    This question was asked many times already, so please use the search function and you will find enough information about this topic. And the best is to find out and test it for yourself. There is a free edition of C2, that comes with many examples.

  • Uniform: OS X is not free, if you do not own Mac Hardware.

  • Corona had once a free starter edition, but then they put it out. Nice to hear that it is free again!

    Only keep in mind 2 things, if you want use Corona SDK:

    1. Can I build iOS apps on a Windows machine?

    Unfortunately no. Due to Apple restrictions you can only build an iOS app on a Mac. However, any code you develop with Corona on a Windows machine can be taken to a Mac and used to build your app. If you are unable to buy a Mac, we recommend using a service like MacinCloud () to build your iOS apps.

    2. Why does Corona require an Internet connection to build?

    The Corona Simulator requires an Internet connection to build because part of the build process happens on Corona Labs servers. The Lua script is precompiled into bytecode (stripping out comments, debug information, etc) before it gets sent to our server. The server embeds this data into the Corona engine, but never saves or archives it. By the end of the online build process, you will have an .app bundle or .apk file just as you would get if you had used the iOS or Android SDK yourself.

    https://coronalabs.com/frequently-asked-questions/#what-does-it-mean-that-corona-sdk-is-now-free

  • I found this while browsing the net, maybe some people are interested about this. Goodboy, the developer of

    pixi.js (a fast javascript render engine) talks about the situation now and in the future of html5 gaming on

    consoles and other platforms. He speaks also about C2 (you have to scroll down a bit).

    Here is the link:

    http://www.goodboydigital.com/exclusively-everything/

  • DrewMelton: yeah, i will do this. in the moment it's really strange how he is moving ^^ Thanks!

  • You did something really cool here! Keep going! I like it!

    One thing: I was not able to jump up more to the beginning of the level.

  • Update (small one): You can move with mouse now, but it's still very rough and kind of slow, because i need to improve the pathfinding (maybe i try one method with precalculating the paths). Also, the player animations are currently not complete (the straight directions are missing).

  • There are basically 3 options that have a influence on the graphics rendering, they are all on the left side of the editor under properties:

    • Project Settings: Pixel Rounding
    • Configuration Settings: Fullscreen in browser
    • Configuration Settings: Sampling

    Play around with these, until you are satisfied.

    Sampling Point is normally for Pixel Art, while linear is for Raster or Vector Art.

  • Thanks for your answers. This was more of a graphics test, but with development going on i will change the player control & movement for sure, i think of using mouse control, too.

    DrewMelton: I am really not good with 3d modelling (i know to use blenders interface, but totally suck at making something from vertexes ), so what i use instead is:

    ProMotion http://www.cosmigo.com/promotion/index.php

    for textures, buildings, objects, interface...

    Characters, Monsters & Animals i take from Open Game Art, or if i

    really don't find what i need then i prototype a model with SketchUp

    and finalize it in ProMotion.

    P.S. You mean 500 objects in one scene?

  • Fireche: Where you created the new objects? In the editor? Because there it doesn't work. What i meant is, that you need to create the new objects at runtime (with code in the eventsheet) : system -> create object [https://www.scirra.com/manual/125/system-actions]

    Then you can set the instance variable for the currently created object. If you want to create more objects, you can use a loop for this.

  • You can try this:

    1. disable the bullet behavior for your object in the editor (Initial State: Disabled)

    2. give the object an instance bool variable (for example call it isMoving and set to true)

    3. create the objects you don't want to move and set their isMoving variable to false

    4. in a for each loop check all your objects and set the bullet behavior enabled for every object,

    with the isMoving bool variable set to true

  • Hello,

    this is my first attempt with an isometric setup in C2.

    I am quite happy with what i was able to do so far.

    But of course there is a lot of work ahead to make this

    an actually enjoyable full game. Specially pathfinding

    and enemy ai will give me a hard time

    Anyway, you can try out what i have done so far, here:

    http://chupup-games.itch.io/isometric-action-rpg

    You can move with the mouse.

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    Lol! I only feel sorry for you. Your life must be really sad... Go get one agression therapy, maybe there still is some hope for you. Haha, have a good day, sir.

    Pretty unimpressed? Hmmm...Scirra made 200 updates that they give for free. Look at other software companies. They make 3 or 4, maybe 5 updates and after that they sell you a new version for hard coin. So, while Construct 2 still is Construct 2, from the time passed, all the updates and technology changing lightning fast, it could easily be called Construct 6 already. Try open a Photoshop CC document in Photoshop 7, i don't believe that everything is compatible. Just my 2 cents on this...