gaboduarte's Forum Posts

  • Thanks for the fixes!

    As for the moving platform, I'll try to think of some way to work around this. I feel it's kind of weird to see the character running super slow/fast depending on the platform movement :-P

  • well that's an old post...

  • I got the anwers for my question: I was not setting the LOADER as my first layout. <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Oops, I guess I won't be updating for now then :P

  • They'll probably be a Christmas sale of some sort.

    This is not Steam you know? <img src="smileys/smiley17.gif" border="0" align="middle" />

    I think this tool is great. Being an avid user for 4 years (anniversary was yesterday!) I can't recommend it enough, no matter the cost.

    As for price reduction, I'd say it's more likely to happen once a great feature is released - something that would put Scirra on the spotlights, so it would be interesting for them to drop the price.

  • Hi Ashley!

    I'm finally finding some time to work on my game project again: It is a bigger version of The Convergence.

    Right now I'm working in the characters and item's behaviors in a very messy sandbox layout. And I found a few problems that have been bugging me.

    .CAPX: https://dl.dropbox.com/u/7324985/platform_bug.capx

    1- When switching gravity back to the ground, the character will move a few pixels to the right.

    2- When the platformer is on top of a moving object and hits a wall, it starts jumping like crazy. Only happens on one side (wall to the left).

    3- Don't know if that's a bug, but the character speed changes once it is in a moving platform. If it's not a bug, any hints on how to fix this?

    ... and a question - don't know if that's a bug:

    4- I decided to create a "Dumb Layout" (poor name choice <img src="smileys/smiley9.gif" border="0" align="middle">) where I can store the sprites that I want to create later in the game, but don't want hanging around the layout. This technique works perfectly in the preview mode, but when I export the project, none of the images there will be present. What's happening? Am I missing something?

    Thanks a lot, can't wait to show everybody my game! <img src="smileys/smiley4.gif" border="0" align="middle">

    EDIT**

    oops i made only one question

  • This is an interesting question. I have noticed something that looks related to this.

    I'm using solids of 16x16 to create obstacles in my game, and I noticed that, when stretching them in the level editor, their edges get blurry. This doesn't happen when running the game - only in the level editor.

  • Hi Xavier

    Hmmm I don't think so. It does a good job tiling the background object so you don't get black borders, but I made this example long before we had letterbox fullscreen (and some other features I forget). Still works well on menus, I guess.

    If I were to make this now, I'd add a div in the exported html to add a light background, just so people don't get the black bars - but they'll get a bar, anyway! <img src="smileys/smiley17.gif" border="0" align="middle" />

    As for the blurry matter: Yes, if you have people using higher resolution, things may start to look blurry. C2 has a retina feature, but I'm afraid I never used it, so I can't comment on that. Maybe the help page can help ya. But anyway, I wouldn't worry that much right now - things like these can stop your motivation, so keep working! Just make sure you draw your art on a large scale, so you don't have to draw it again if you decide to release a "HD" version. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • W doesn't seem to work!

    EDIT: MarketJS version does!

  • "10" - actualy made a dollar with Gamejolt :P

    HOWEVER, making my indie games and concept have totally boosted my portfolio, and got me in better studios in the gamedev industry. :D

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  • superkew

    Optimization is a problem no matter which platform you choose, and gamedevs and artists are constantly trying to replicate, stretch and re-export the assets to make sure their project stays in the performance limits.

    Take for example the gorgeous Rayman: Origins, or Braid. They look absolutely gorgeous, yet it's possible to achieve those results without a single 2048x2048 texture! Play (or watch videos) of these games, and study how they did it! :D

    Some nice reference videos for you:

    Subscribe to Construct videos now

    Braid level editor

    Ashley I thought the assets were unloaded when entering a new layout. Time to simplify my main menu I guess :P

  • Loved it!

  • I agree you should add a private variable to keep your entities in control.

    But if you really want to know your object's UID why not add a text object and: "Cursor is over object ---> "Set text to: Object.UID" (you get the idea :P)

  • I'm currently with 6

    Fade - for scene transitions

    Dialogs - for alerts, menus and stuff like that.

    FG1 - foreground layer 1

    Content - the actual game layer

    BG1 - background layer 1

    BG2 - background layer 1

  • Worked like a charm, Austin! <img src="smileys/smiley2.gif" border="0" align="middle" />