Fib's Forum Posts

  • Steam page:

    https://store.steampowered.com/app/841320/Whitevale_Defender/

    The war machines are approaching. Help King Theodore save the city of Whitevale from the evil King Balmek. Place your defenses perfectly along multiple criss crossing paths to prevent the war machines from reaching your Castle in this retro strategy defense game.

    A classic tower defense game that is simple to learn but challenging. It's a game you can keep playing to unlock new towers and tools that will get you closer to the boss each play through. The game gives you a small amount of money each wave, but to beat the game you will need manage your money flow. There are several nuances to the strategy for you to uncover as you play. If you love classic tower defenses or strategy games in general, this game is for you.

  • This thread is a life saver! I'm publishing my game to steam in 2.5 weeks and there are some things stated here I had no idea about! Like I had no clue you could access the chromium dev tools within my game.

    Thank you so much!

    • Post link icon

    Any word on the time frame the public beta will be released today? I figured since it's about 3pm in London right now that C3 would have already gone live.

  • Hi Lightside,

    It's really hard to debug performance without having the actual events.

    But you should read the official "performance tips" section in the C2 manual if you haven't already. I hope that helps.

    Performance tips - Manual

    https://www.scirra.com/manual/134/performance-tips

  • Hello Milanbaudelaire,

    As with all game development, there are multiple ways to accomplish what you're asking for.

    First off, what kind of input are you going to use? Keyboard? Mouse? Touch?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hello Rudi55,

    I believe you can extend the layout width to accomplish what you need.

    1) Set the layout width in the editor to what you need (ignoring the fact that it extends to the right).

    2) Place the building objects & the player where you need them to be in the editor.

    3) In the event sheet, under the "On start of layout" event, use the "System --> Scroll to object" behavior, setting the object as the player.

    The scroll to object behavior will then move the "camera view" to the player on the right side of the layout while keeping the buildings to the left of the layout.

    I hope this helps you.

  • Thanks for the reply Aphrodite,

    I will just not worry about it until I detect performance issues.

  • In regards to setting up a collision polygon, does the engine always use polygon/polygon collision checks? Does the engine optimize the collision algorithm if both objects have perfect rectangles for collision shape (i.e. 4 points perfectly rectangular)?

    Also will there ever be support for circle/circle or circle/rectangle collision support?

    The reason why i ask is because I know that doing rectangle and circle collision checks are much simpler computationally than polygon collision checks. So I'm wondering if I can optimize my game by using only rectangles for colllision, or is that just wasting time?

    Thanks!

  • This will be extremely helpful to me. Thanks!

  • Hi everybody.

    I just wanted to stop in and introduce myself to the community. I'm working on my BS in computer science currently. My goal is to start up a game studio and create indie games with a small team after university. I'm starting to use Construct 2 so that I can rapidly prototype my game ideas because I don't have enough time with school/work to fully code my ideas.

    I'm very experienced with programming languages such as C++, java, C#, a little javascript, and also programming methodologies and design. I was working with XNA to make Windows games, but I don't have enough time to finish things so that is why I'm choosing Construct 2.

    Hopefully I can help out the community once I get the hang of Construct 2.