Elliott's Forum Posts

  • I'm moving a sprite from one image point to another using a boolean switch, currently the movement is instantaneous - is there any way to make it a smooth transition?

  • You can specify multiple conditions for an action by right clicking the event and selecting "add another condition".

  • http://www.goodboydigital.com/pixijs/bunnymark/ maybe this one?

    I was able to keep 30+ with 50K bunnies - I can't even begin to imagine doing a similar project in C2.

    Can anyone explain why Pixi is so fast?

  • The latest results are baffling - HTML5 is such a crapshoot... I genuinely feel for you Daniel, Im sorry

  • Many 2D games, especially beat em ups, don't feel right with keyboards. Any game that uses analogue over digital input (such as some platformers) also feel better with a controller.

    The best way around it is to recommend players use a gamepad, but offer fully rebindable keys for keyboard players, so if they must play with keyboard, they can do so in their style.

  • I should mention that the auto resolution levelled out after about 15 seconds, and after the initial swap, takes far less time to stop "acting out" (though every time I swap to auto, it does drop to 30 for a moment before going back up).

    Currently tested on Chrome - Version 40.0.2214.115 m.

    I don't actually have any other browsers on my PC, I'll go grab FF though.

  • If you want to market to people that have already bought your game, IAP is the way to go. The insanely small revenue you get from ads is not worth the lost sales. If you feel you're not getting enough by selling it for $1, don't. Purchase rates don't scale, you won't sell 5 times less if you price it at $5.

  • Bit of a mixed bag, when the demo loaded I hung around 40-45 FPS for about 30 seconds, before hitting a steady 59, never hitting 60.

    When I hit fullscreen, the game instantly hit and stayed at 60, dropping to 57 infrequently.

    The real change came when I went into video settings and changed the resolution from 1366x768 to auto, which I assume uses the native resolution (in my case 1920x1080).

    After this the game tanked - dropped straight to 30 FPS, then up to 49, 56, 50, before settling at 46. The strange thing is that 46 FPS at the auto resolution is far worse than 46 FPS at 1336x768.

    Specs - AMD A8 6600K APU w/ RADEON HD8570D. APUs aren't super common, but it shouldn't be having trouble with a 2D game.

    EDIT//

    Fullscreen adds a solid 6 FPS to my auto FPS, jumping to 54 - it's pretty steady too, and definitely playable.

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  • You could always -

    1) Measure the distance between two objects.

    2) Check overlap with a pinned sprite.

    3) Compare position of two objects.

  • A visual particle editor is one of the first things I expect to see in C3 - along with a much better animation editor.

  • As previously stated, your ambition and drive for your age is very admirable, it's for this reason that I'm going to be straight.

    The CV has a lot of problems, it would take a while to list them all, but the first one that jumps right out at you is:

    "Be a productive member in society and produce high quality products and gain experience as a programmer and a developer."

    Followed by:

    "Creative Writing Expert"

    By and large, I'd never consider calling myself an expert in anything without a qualification - for subjects like writing this is even more important, the field is thousands of years old, there are entire degrees dedicated to the minutiae of it. If the skill your claiming is in any way academic, it's good to back it up with an academic qualification.

    On the topic of the use of the word expert, it's commonly accepted that you have applied 10,000 hours (commonly seen as 10 years) of deliberate, focused learning into any field to become an expert. There are exceptions to this, with fields that are inherently young like SEO, but the real experts in these fields often have over a decade of experience in a precursor field.

    There's some great advice in the previous thread you posted about your CV.

  • Aurel: That's concerning.

    I'm currently weighing up ~70/30 split independently publishing through Valve with a 30/70 split with a reasonably well known publisher, it takes a lot of work out my hands as they handle Greenlight, Steam, and press - but the revenue split just didn't seem worth it (considering that Greenlight, Steam and press only really cost time, the financials are near non-existent).

    Hearing your experience makes me reconsider! Will be waiting.

  • Are there any plans to add ways that Construct can "talk" to Spriter? For example, being able to rotate a characters head towards the cursor would be great.

  • TNP popped up on two of my fave YouTube channels today, NerdCubed

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    and SuperBestFriends

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    They ran into a bug at around 9.30 - but overall the game looks great, it's getting a load of Let's Play exposure.

    As a quick heads-up, there's a few errors in the game copy, on the Smash Boost screen is says "and allows to break obstacles" instead of "and allows you to break obstacles" and when you complete a boss fight it says "The new ability earned can now be used in every worlds" instead of "The new ability earned can now be used in all worlds".

  • I created a small example, how to it can look like in my opinion, I've took events block from "Make a Match-3 Game in Construct 2: Animations and Block Swapping" by David Silverman:

    [attachment=1:2jtaewwf][/attachment:2jtaewwf]Reading and managing events like these would be much more efficient, I think. At least for me.

    In upper example I've just mimic events structure, but we can simplify it more:

    [attachment=0:2jtaewwf]

    I'd love for this to exist - C2's simple syntax with editable, auto-completing, line by line code.

    As easy as the visual system is, on complex projects it just feels like there's too much noise, and having to drag around a mouse and click everywhere somehow seems slower than just typing to me.

    People aren't asking for in-engine JS or HTML, just a text alternative - with all the hard locks that the block system has.

    I completely understand why it goes against the image C2/3 is trying to convey, but this is my "why can't C2 do 3D" guilty wish.