Eisenhans's Forum Posts

  • Old school beat 'em ups (be it longer ones like Streets of Rage™ or 1 on 1 like Streetfighter™ or Samurai Shodown™ ) typically had very limited AI. You might not call it AI at all, they were purely pattern based.

    Those games typically had perfect enemies. That means, that an enemy would do something like approach you, hit you with a random attack or dodge one of your attacks 100% perfectly. To make it appear like a "real enemy" random delays are added, to give you a chance to dodge the attack or land a hit yourself.

    To create the simplest form of this in construct2 you would move your enemy sprite towards the player at a certain speed, and when the distance between those two is smaller than a threshold you thought out, the enemy attacks, then cools down with a timer, and attacks again.

    On top of that you add random stuff to your liking, like erratic movement, skip an attack, random delays etc.

    It's perfectly simple to do, the real work is in creating all the graphics, designing the random patterns to feel "alive" and balancing it all to make it interesting for the player.

  • I'm unearthing a lot of older projects to re-export.. I feel I'm seeing improvement, I have yet to take real measurements..

  • I have no idea what's going on, but..

    [quote:2njy0709]Even more shockingly, in my limited testing, disabling webGL only had a relatively small performance impact.

    WebGL in itself isn't faster - it's only faster if it's hardware accelerated. If you are rendering WebGL in software it will be awfully slow. So maybe your issue arises from WebGL-contexts that fell back to software rendering for whatever reasons?

  • For older devices and Android editions, the chances of this getting fixed are zilch, unfortunately. That's the biggest curse of the Android world.

  • Actually there are some games on steam that were made with C2, for example these -

    The Next Penelope: http://store.steampowered.com/app/332250/

    Our Darker Purpose: http://store.steampowered.com/app/262790/

    Angvik: http://store.steampowered.com/app/278890/

    All in all there are about two dozen or so finished C2 games on steam or steam greenlight.

  • I can only assume that what you are trying to do is snap to the top-left corner of your sprite?

    You can either

    • set your sprite's origin to that (in the image editor, there's an icon for that on the left side, to set origin and possible other image points), even though that might be undesirable since sprites would then also rotate around that, or
    • set the grid accordingly. So for a 40x40 sprite you'd set a 20x20 grid size, always use half.
  • I don't have one at hand right now, but I firmly believe that it was said in several postings before that sticking with the basic Construct core and API for C3 was to specifically allow the existing 3rd party plugins to be used with C3 and not discard them. So unless I totally misunderstood something you and your product should be perfectly fine.

  • Different parallax setting on those 2 layers?

  • http://www.construct3.com

    Time to shift your focus, people

  • You do not have permission to view this post

  • If you're looking for a leadbolt integration for mobile html that transcends Pode's iframe a bit, there is a commercial plugin by cranberrygame

  • While I personally find it sensible to use engines that are specifically made for point & click adventures (such as Visionaire Studio, for example), I have made a few point & click things myself in Construct2, mostly educational games.

    The reasons why I chose Construct2 for those products over Visionaire (even though we own licenses for the latter, too):

    • The licensing model, and specifically the licensing of mobile outputs is very convenient
    • You always have the option to publish a web ready version that runs in a browser without any plugins, if a client should request it (happened to us, *after* the project was done, so if we had made it in visionaire, we would have had to reimplement the whole thing for HTML5)
    • far superior handling of mobile specific problems, like touch input

    You will have a large initial chunk of work to get done, to implement a lot of convenient functionality required by point & click style games, like inventory, dialogue systems, some sort of a state machine, but C2 is able to do that.. it's just not available out of the box, you need to build it up from smaller pieces.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It's interesting how quickly we got from "What features would you like in the next construct?" to "Is C2 cancelled?!"

    I imagine that's how stock markets work.

  • As long as you have a personal or a business license, you can.

    Using the free edition, you cannot.

  • Careful.

    Using a front man kind of setup to circumvent kickstarter requirements can trigger all sorts of serious legal problems.

    In a lot of jurisdictions this is illegal and considered borderline money laundering and tax evasion. Also kickstarter themselves may shut you down when they get wind of this. I know of several cases where this has actually worked out good, but that was pure luck, because no one noticed. You should not put your operation at risk with this, especially considering the sums involved.