GeometriX's Forum Posts

  • Ah, then in that case, you could make Construct create, edit and run its own batch files with the write and append file actions.

  • Well the event is working as it should, I don't know of any way to tell Construct to wait for an external program to do something, other than waiting for JS variables or the like (which wouldn't be useful in your case anyway).

    I'm not sure exactly why you're using external files, but perhaps it'd be better to instead load those wavs and pngs as project files, and call them from there, within your NW application. If all you want to do is show an image or load an audio track one after the other, then you're far better off keeping it within your application.

  • LOL, who complains about a "precious" CocoonJS? We're all in the same boat here, trying to keep options open and find the best exporter. Potentially nerfing CJS export would hinder more than it'd help. Take your trolling elsewhere.

  • In my case it solved most of the problems, of course, I still use version 1.4.7 compiler.

    Genuinely not sure here, why use the old compiler?

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  • Then you've probably got the save/load process down wrong. Can you post your capx?

  • It took me ages to get my head round the whole keystore thing. This tutorial really helped.

  • What system are you using to change the fonts? If you're not using SpriteFont, you should really use SpriteFont. It's a mission to go through your project and change everything, but it'll be worth it in the long run when you save time when it comes to these sorts of problem.

  • Android stuff aside - does it work when you test it on PC?

  • Hey, just played through the first few missions. I really dig it! Great oldschool charm and very nice animations. Great music too, but I find the sound effects to be pretty grating

    A few technical issues and thoughts that came up while I was playing:

    • Sometimes enemies die and fall over, but their bodies don't actually drop to the ground. They just stay in the air if they're elevated.
    • Your collision boxes are probably changing, which is causing that jumping glitch when changing directions while standing next to a wall.
    • Sometimes dropped ammo clips fall through the floor or get stuck in crates.
    • There's no pause screen.
    • Why have a walk ability? I'd much rather that were changed to a sprint ability.
    • If you walk up underneath an enemy (like from the sloped inclines), and stand underneath them, they sort of twitch back and forth.
    • I really like your enemy types. Nice solid progression there with great colour-coding.
    • No grenades?
    • Controls get confused sometimes: If I'm crouching, holding a direction, then switch directions (while still holding crouch), and press fire, then the bullet fires the wrong way.
    • Personally, I dislike the sloped platforms. They look cheap and kill the 16-bit thing you've got going on. I'd much prefer to see elevators or some other way of changing elevation in levels.
  • And while we're at it, since I don't see any mention of it yet, when replacing sprites, it's very important that they retain their collision polygons. I cannot count the number of times I've had to go and redo these when updating visuals.

    Also, since this seems to be asset management wishlist time, I'd be keen on a reworking of the "Crop transparent edges" function. As it stands now, when cropping, you're essentially committing to those sprites (reimported images would come in at a larger size, and thus collision polys would never line up properly), but that's not always desirable. I'd love to see a checkbox or something to toggle automatically cropping transparent edges on export only (maybe per sprite, not overall - that'd murder export times), since the main reason behind trimming these edges is to ensure the exported spritesheets stay at a reasonable size.

  • Sort of. Each cell can contain any data, much like a variable. The advantage of arrays, though, is that you have a mathematical way of calculating which cell you're manipulating, and can find associated information very easily. Think of 2D arrays as a spreadsheet of data, and imagine all the ways you could work with that data based on the concept of columns and rows.

  • X is one-dimensional (a line), XY is two-dimensional (a square), and XYZ is three-dimensional (a cube). Arrays work by manipulating graphs with cells at each point, so XYZ is the format for telling Construct which cell to use in the form (12,68,37) or whatever.

    More info at Wikipedia: http://en.wikipedia.org/wiki/Array_data_structure

  • Audacity is great. I even prefer it over Adobe Audition for simple editing. I recommend finding free sfx around the net, and then just play around with them until they sound how you want.

  • Yeah, the process isn't very well documented. You need to copy the exported zip file directly to the root of your device's system drive (not so card). It'll then show up in your My CocoonJS list in the CJS launcher.

  • I contacted them recently about this and was told that I could remove the splash screen permanently from all my games for a once-off fee of $1000. Otherwise, we need to wait until they eventually figure out their premium pricing plan (it's still in the works apparently), and then there'll be an option to do so for hopefully a more reasonable price.