FaberCastell's Forum Posts

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  • Hey everyone, check out my C2 created game - Frog Souls. Simple Arcade / RPG hybrid with an unfolding story.

    Every playthrough will be different thanks to a choice of power-ups, random encounters and secrets galore.

    https://fabagames.itch.io/frogsouls Itch.io Link!

    https://itunes.apple.com/au/app/frog-souls/id1315448073?mt=8 App Store!

    http://www.148apps.com/reviews/frog-souls-review/I got a good review from 148Apps!

    I was very fortunate to get a little coverage on TouchArcade and Indiegames.com too! Without Construct 2 I wouldn't be able to make these kinda games, I'm no graphics designer or coder so I'm grateful for it.

  • I'd also be interested to see a screenshot, I'm getting reports my game isn't working correctly on the Iphone X.

  • Hey everyone! My second C2 iOS game Frog Souls is currently testing via TestFlight and is set to release soon.

    Trying to get a bit of attention to it!

    In an infinite pond many dimensions away a mysterious being gives a sword wielding frog an important task - overthrow the four masters and find the lost rings.

    ?Frog Souls is an Arcade / RPG iOS game out very soon. An homage to Dark Souls (aka best game ever), it has you mastering enemy and boss patterns to survive, and being punished for rushing along. Designed to give the player simple controls yet challenging gameplay. Jump and attack with timing to progress through the story. OR get lost in a side quest or item / boss hunting

    Not sure how to embed the video but take a look -

    Featuring:

    • Hours of gameplay and secrets
    • Cool hats, weapons, and powerups! Customise your character (hats insta preview!)
    • Die / retry! Keep your powerups and items as long as you have life
    • 20 unique enemies, 4 unique story bosses and 4 unique hidden bosses
    • Side Quests and rare items
    • Original soundtrack and SFX
    • Equip rings to change gameplay, unlock areas...
    • Find friends to fight alongside you
  • Thanks for replies. It is very encouraging to know that users here have made it onto the app store. I gave it one more go with Phonegap Build and now I have my app approved for device testing. It means all those prototypes and demos with C2 won't be wasted. Looking hopeful! Sorry for the frustrated rant.

    I guess now if anyone struggles with Phonegap and Itunes Connect I can give some help. The last Phonegap to App store tutorial I read was using Intel XDX which is no longer supporting Cordova.

  • I've been using Construct 2 with the hope to make app store games.

    I'm now finding out that html5 mobile games aren't looked upon favorably by the app store due to their use of the UIWebview feature. I have built my app with Cordova and Phonegap and have it working correctly on my device but getting it approved by the app store is another thing.

    There seems to be minimal C2 made apps in general. I find many more made with Unity, Gamemaker or Clickteam Fusion. I've invested some time into development using C2. I think the design skills I've learned with C2 will end up being transferred to another program for the sake of better exporting tools. If I could simply create an Xcode project from a capx file I'd be ok; a search result doesn't return any information that isn't dated back to using cocoon.js. Intel XDX no longer supports Cordova either.

    I'm relieved there are games available through Steam made with C2. Until I can be sure that C3 will provide successful builds for IOS or Android store I couldn't invest time or money. The process to export to mobile seems to be constantly changing and therefore unstable for future development.

  • I'm also open to the idea of using bullet behaviour for movement, it's just the collision checking I need to figure out. Have swept the forums but its a bit of a dead end so far for figuring it out.

  • Hey guys , I've got a simple problem to explain but difficult to create.

    Basically it is grid based enemy movement avoiding obstacles.

    I can do the grid based movement no problem, it is getting them to avoid solids that's the issue.

    I have tried collision checks with sprites, overlapping at offset checks, all with variables.

    Eg spawn Sprite to left of enemy - if it overlaps solid check different direction , if not , move to that spot.

    Path finding doesn't work well for it either. It's a 32x32 grid where they warp to next spot instead of smooth movement .

    Wondering if you guys had any other ideas.

  • Thanks man, giving a read now

  • This may seem simple so forgive me but I'm using a "family -> on collision with object -->family - turn brightness up" kinda thing. Example: bullet hits family object, object brightens up momentarily. According to the manual this kind of event should work but every object on screen has effect applied instead of the family object that is hit.

    It may be a very simple solution but I haven't found a similar problem on the forums or tutorials just yet, is driving me nuts

  • Hey guys wanted your ideas on something I've struggled with -

    I have a character that needs a cycle of moves to make up a combo. It will start at one repetitive move, then add a random one to the end of the combo chain every so often. So it may start with punch, randomly add punch/kick/shoot and remember the order of the chain each time. You will start at one move combo, then 2, 3, 4 and so on. Hopefully I have portrayed the idea correctly. Any tutorials or ideas on how to approach this?

  • Hey guys!

    Last time I asked you guys helped me with simple random tile generation. That all works just as I want it, apart from one thing. I'm placing tiles and sometimes it blocks the way to simply move right across the level (it's a jumpy platformer), so basically I just want to remove a straight line from the generated chunk afterward. Have tried the events like "remove tiles at _ for _ width and _ height," but no matter what I play around with it doesn't seem to want to take out a simple straight line. Any-one know what I am missing?

  • Thanks alot man, appreciate it. This will give me a good starting point !

  • Hey guys! Have had alot of help here before and am struggling with an idea.

    To put it simply; can I create a small 32x32 solid tilemap and add/remove random blocks? I've got a jumping based platformer and want to add a little block every now and then that creates a random shape.

    I've read alot about autotiling / arrays and am happy to go deep into these if needed, but thought I'd ask here first to check if I'm missing something relatively simple to add or remove random blocks in a tilemap.

  • Ahhh that's it. Very helpful, thanks ^ ^

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