declan_gage's Forum Posts

  • It is for flash games

  • I have the same problem . It happens if I don't explicitely append ".exe" to the file name in the export window.

    Not only does it not export a ".exe" file, but even if you rename the file to .exe afterward, it doesn't work (ERROR LOADING APPBLOCK).

    I know there are other little bugs with the export , but I don't remember right now.

  • Personally I don't believe in HTLM5, that's why I'd like to see c0.x improved, and no more dependancies for the editor or executables.

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  • Thanks tulamide for showing us the Correct way of conserving memory.How did they conserve memory back in the days of the good old sega Genesis or Snes?.I mean look at earth worm jim for instance that game was only 3.00 Megabytes big.Yes they reduced the colors and sprite size to keep everything to a minimum but it was still amazing how they worked with so little and still created games which looked and played fantastically.

    Well 3 megabytes is A LOT.

    On nowadays PC we have become used to wasting memory space away (Standard PC nowadays have several gigabytes of ram!), but back in the time you could store several games in 3 megabytes. It just a matter of knowing how to work with restrictions.

    At the time of 8 bit computers, 64 kilobytes was reserved for big games. They could still cram very large levels in that space.

  • Nice!

    Is there a possibility to control the flash in time duration rather than frames?

    If it's only with frames, the flashing effect might look different depending on the computer speed no?

  • So are there any examples of commercial projects yet?

    I'm interested in people's experiences, potential problems with deployment and dependancies, etc...

    Noone?

  • -The numbe one thing I want changed in construct (be it for a current or future version) is the possibility to download a "no-install" version (or at least one that doesn't download dependencies or stuff) so that it could be run in a PC with no administrator privileges.

    -More 3D stuff, I don't know what exacly but the possibility to create 2D games that would behave like standard 2d scrollers would be very cool

  • The new construct is very nice, but for me, the editor is resized/minimized every time I click "run ". It is annoying.

  • Ok I get it, thanks.

    In better english it would be:

    1-Put a file object in the layout

    2-create a new action file>execute file and in the source fill the url (ex:"www.scirra.com")

  • How can I do to open an url in a browser after clicking a button from my game?

    Thanks

  • Okay, thanks for the info, Construct might be able to handle large levels it seems.

  • Normally a tile engine doesn't use sprites for ALL the tiles of the map.

    It should use just enough sprites to cover the screen, and then map these sprites to the relevant tiles on the memory map.

  • I am used to tile engines for creation of backgrounds and "rooms". Tile engines are efficients, memory and display wise, it only displays the part of the tilemap that is on screen, so you can build a 1000x1000 map if you want and there should be no slowdown.

    I know construct doesn't have one (yet) and aims more for a free-form engine where the background is created with sprites (a la Aquaria)

    My question s: how efficient is it?

    How are the sprites that are not on screen managed? are they all 'ticked' even when not on screen?

    How many sprites can I use for a background before the engine starts to slow down?

  • Why does my object (hinged to another ) lose its hinge when I change its animation?

    any idea?

  • I have a couple of ideas but I don't have time to dabble in a paint program to create the textures right now