gaboduarte's Forum Posts

  • Kinda off-topic, but is there a way to check if the user is able to use WebGl in construct right now?

  • Hmmm I may have changed it to "global" on a messy project - It wasn't working when I tested it. Ok, I'll try it tonight and report it here.

    Edit:

    rexrainbow

    Tried the "Global: ON" and it worked! I must have changed something that broke it!

    Thanks a lot Rex, and sorry for taking you time on a stupid matter :

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  • hi Rex

    I'm not sure if I'm doing something stupid, but I guess I've stumbled upon a problem.

    I was having a problem using functions on a included event sheet.

    Only the first layout had the function working.

    After trying some things, I noticed the Function object appeared on the "layout 1" object list - and not on the others.

    If I remember correctly, the Function plugin used to work like the Mouse plugin, where you add it and it stays above all layouts, not even appearing on the layout's object list.

    I tried changing it to global (another option that's different from Mouse/Touch/etc), but that didn't work. And I couldn't copy & paste it to the other layouts.

    Am I doing something wrong, or is this a bug from the plugin? <img src="smileys/smiley17.gif" border="0" align="middle">

    Thanks a lot for your time, the Function plugin is awesome!

    I made an example for you:

    http://dl.dropbox.com/u/7324985/function_problem.capx

  • inkBot

    If I could give you extra Rep I'd be doing it right now!

    Of course! I'm so stupid!

    I'm always talking about how the function plugin is great, and I totally forgot I could use it to make this. <img src="smileys/smiley5.gif" border="0" align="middle" />

    I'm gonna try that, and see how it goes.

    Thanks!

  • Hi there!

    It is the first time I'm messing around with sound, and I'm having a hard time trying to decide how to proceed with the ON/OFF sound toggle in the options menu.

    You guys have any ideas? What's the best way to proceed with this?

    (my main concerns are ease of use for the developer X game performance)

    1- Using a sub-event to test a global variable (isSoundOn) whenever I have to play a sound in the game. The problem with this one is having to add a sub event everytime I want to play a sound.

    2- Use a global variable to keep the sound volume (volumeLevel) that I can set to zero when the player clicks on the sound toggle. This is way more easy. My question here is: Will the sound be played even if there's no volume? Is it intensive enough for me to worry about it?

    I know it's not a big deal but I'm trying to understand how audio works in HTML5 <img src="smileys/smiley17.gif" border="0" align="middle" />

    Thanks in advance!

  • UP

    Did anyone even see this? <img src="smileys/smiley36.gif" border="0" align="middle" />

    I've tested over different iOS and Android devices, and it is working very well!

  • I've seen it yesterday, and it is awesome!

    ...and the coolest thing is that, with some effort you should be able to do something like that with C2!

  • Wow! This is amazing!

    Do you think you can add a way to crop the image (or the export area) between two coordinates so we can choose what part of the screen will be cropped?

    I'm gonna download it tonight and see how it works! :D

  • I didn't notice any improvements on my iPad... But it's nice to know!

  • Yesterday I kinda flooded Scirra twitter proposing something similar.

    With this plugin I may achieve what I was looking for :D

  • You could use separate layouts to keep things organized and easy on the performance.

    You'll only have to worry about saving the stuff the player has already done on previous layouts. For that, you should use global variables - the easiest way is to add one for every relevant action the player does. Examples:

    • Locked doors
    • Items collected
    • Powerups activated
    • Bigger enemies (bosses) defeated
    • Secret doors found.
  • Hi Mipey!

    It's nice to see you are still improving the Spritefont plugin!

    Thanks a lot! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Whoops forgot to enable Dropbox Sync!

    Done!

  • Hi folks!

    *** The solution proposed on this topic is already obsolete, due to the improvements made over the last two years! There's still some stuff to work on in order to have your UI working flawlessly on different devices, though... ***

    I'm working on a skeleton project so I don't have to start things from scratch everytime I'm working on a project.

    Today I came up with a nice solution for multiple resolutions, avoiding those annoying black bars no matter how stretched your screen is.

    It is also ready to be used no matter the orientation: You just have to change the layout sizes to a portrait orientation (say, 640x960).

    Hope it helps! I still have a lot of things to add on the skeleton (level selector, sound options, facebook integration), but this is was a nice start, so I wanted to share it with you.

    See ya!

  • bnkdpst Erndog2k

    Guys, it's not that easy.

    Apart from the Xbox360, all the other consoles (including the Nintendo DS) require a special Development Kit, and also a license for you to become a developer on those consoles.

    Prices range from 3k to about 20k dollars each.

    They all have their own development technologies - so I don't know if you can build a wrapper for each of them to make porting easier.

    Let's just say that with Construct you'll be able to focus on making a nice game, that can be published on a wide range of mobile devices, and the internet.

    So if you make a nice game, a game that has a good appeal and that you think will be profitable (or at least cover its own expenses if you have that "hardcore indie" vibe), you can:

    1- Buy and Xbox360 (and own a PC): It is the cheapest console to develop - but of course it's where most of the competition is right now! You'll need to learn C# to work on your porting project, and (i think) 100 bucks to get a indie developer's license.

    2- Get that amount of money - make a loan or take it from your savings - and start filing papers in order to get you a developer license.

    Then you'll have to start working on that wrapper, or hire experienced people to do it!

    3- Look for a publisher, tell them you are interested in selling your game in the console online stores. Maybe they can pay you upfront so you can get your desired console SDK, but I'm positive they won't trust you enough unless you can prove you have nice programming skills.

    4- Look for a game developer company: You may be able to knock on a developer studio's door - already licensed, with an sdk and a dedicated team - and come up with a nice contract where you'll provide the art assets and your game designer's skiils (level, art and creative direction, etc), and they'll provide the programming work. You'll of course have to share the royalties, but your game is going to make it to a console store.

    While it is not impossible, publishing a game on a console requires way more money, legal experience, and developing skills. But first of all, you have to have a nice game! Start building on that! ;-)