danialgoodwin's Forum Posts

  • delgado, are you suggesting a "...move all polygons in collision area" or "...move all polygons in sprite"?

  • Naji, theoretically, you could make an executable that just says "Open <link> in default browser". This method would require that you have already uploaded your game online and that the user has a browser and Internet connection.

    Unfortunately, I don't have any more information on how to get started with this method.

    UPDATE: Actually, you can look up the program AutoHotkey. It's a high-level scripting language that runs on my computer everyday. It is easily capable of doing the idea I described.

  • Naji, creating the website and fan page is a great start! Though, just creating the pages won't get you far. You will have to share links to your site and games on many different places. Now you are starting to discover why there are jobs devoted to only marketing things. It can be tough and take a lot of time. But, I think you have a great foundation to start from.

    To get fans, you need interesting content and you need to get your content in front of more people. Also, I would suggest putting links in your apps for "Rate me", "Share", "Like us on Facebook", and such.

    Different people have different tastes. So, one idea in marketing is to discover who are the people that would be most interested in your games, then try to get their attention. Worry less (or not at all) about the people who wouldn't be interested. Ex: I recently created a memory match game to match uppercase and lowercase letters. My marketing/advertising strategy is to put my time into promoting the app to the target audience that I think will have the highest percentage of people most interested in the game, i.e. parents of young children. ;)

    Short notes:

    • Your icon, title, and description are VERY important in getting interest in the game, in that order. A bad icon means many people may not even read the title, look at the screenshots, or try the game.
    • Better graphics typically helps. So, you may want to invest more time in a graphics program or look for designers.
    • You can cross-promote your apps (basically, ads in game pointing to your other games).
    • Remember that feedback from family and friends is usually highly biased. You may be able to limit this a little bit by asking them not to hold back anything.

    And here's some more good tips: https://www.scirra.com/tutorials/74/publishing-and-promoting-your-construct-2-game

    ps - If you want advice, then my advice is to always be learning and doing what you like to do. You can make a living doing anything, if you get sufficiently good enough at it. So, that's why I say always be learning and don't just make games that you know how to make. ;)

  • , I definitely like graphs and benchmark tests. These look great!

    I haven't tried CC before, but by being around the forum quite a bit, I've gathered that CC was all about performance and the developers had lots of little tricks/hacks in the game engine. But, unfortunately, these hacks caused stability issues so there were a lot of annoying crashes. The CC engine would just have been too unreliable for long term support, thus the decision was made to start over from scratch with all the knowledge learned to make a system that was vastly more resilient and error-proof.

    Another deciding factors to change to C2: Which is better, a game that runs at 60 fps but crashes often, or a game that runs at 40fps and always work?

    Though, I must admit, I didn't realize that the difference in performance was this much! This has been very eye-opening, thank you!

  • , thank you for sharing! The CAPX was able to run for me.

  • onur, there is a matching game, puzzle trivia game, and jumble art game kit. You can find the free download links on Microsoft's site: http://www.windows8challenge.com/

  • +1 to Florida! lol ;)

  • onur, there are at least two main reasons why I publish on Windows 8 first.

    1. App visibility and featuring is much easier.

    2. Microsoft-hosted competition. I just created a thread to explain that one. <Link>

  • Microsoft even offers free Construct 2 templates on their site! Use the money to purchase C2 Pro if you don't have it already!

    1. Build a Windows 8 app.

    2. Publish app and get a guaranteed $50 payout.

    3. If you get 100 downloads, then you get another $50.

    4. Repeat often until 14 March 2014.

    http://www.windows8challenge.com/

    Note: Unfortunately, this is only open to students (18+) in the US. Full terms and conditions on the site.

    Sorry, UK (and other) friends. But, you can PM me and we might be able to work something out. ;)

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  • This was actually one of the first apps I made using C2, but I never shared it.

    It's a simple "Point and shoot" game so that it could easily be played on both desktop and smartphone. The goal is to hit the targets and not hit the bombs. The intro screen and title may look a little weird because this was when I was first experimenting with textures. I might have gotten a little carried away.

    Please download it and let me know what you think. I'm probably going to do an entire app overhaul with what I've learned.

    This app has passed both store certifications and is available on both Windows Phone 8 and Windows 8.1.

  • Congrats! You are now more experienced than many of us who haven't created any video tutorials yet!

    My recommendation would be to explain why you do certain things, like I don't think you explained why you use the 16:9 aspect ratio.

    Overall, great video, I'd watch more. As you publish more and get more experience, the videos will only get even better!

  • KonkorFour, hmmm, that's odd. Would you mind post code snippets relevant to this? My first instinct is that there is a bug somewhere in your code.

  • Great question! Hopefully, somebody else has already tested this and can let us know.

    The same amount of pixels would be drawn in either case. So, I think it may depend on how well the particular browser scales the canvas versus not having to scale at all.

    Would you be able to copy your entire project, and test the different dimensions in the copy?

  • To answer your first question, if IsKeyDown is true, then actions and subevents of it will be run every tick that it is true. IsKeyPressed is only activated once for the entire time that the key is down. Other than that they should act the same. Both may even be first activated on the same System.tickcount, but I haven't tested this yet.

    I haven't experimented with the Gamepad.axis yet to know how that works. Have you already checked out the manual entry for Gamepad

  • suatozkan1987, sorry, I'm still not exactly sure what the issue is. But, if it works on all PC browsers, and just doesn't work after CacoonJS, then I'd say there is a problem on Ludei's end. You could create a bug report.