GeometriX's Forum Posts

  • First, you won't use the default platform controls because those are instantaneous; instead you'll simulate control as your animations finish.

    Basic workflow is like this:

    • Character is facing right.
    • Player presses left key.
    • Test which direction character is facing. In this case it's right, so play the animation to turn from right to left.
    • When the animation is finished, and if the player is still holding in the left key, you can then change the character's animation to walking/running/whatever and simulate movement left.

    You need to specify animation changes at every key press, but only use those keypresses to control movement when your character is ready. A very controlled, methodical approach is necessary.

    For reference, play lots and lots of the original Prince of Persia.

  • Crashes for me too: Windows 8 Pro 64-bit.

    I reproduced it by following Paradox's video almost exactly:

    1) In either a new or existing project, duplicate an object (text, sprites, anything) in the layout view.

    2) Click on the object's name in the projects pane OR select multiple instances of the same object in the layout view.

    3) With the objects selected, click on the left side of an empty part of the properties pane and then click on the right side OR click on the right then left side.

    This has actually been something that I've suffered with a long time, and I feel a little relieved that I now know what the cause is. Figured it was just "one of those things" so I save compulsively to avoid losing work (it's happened too many times). Used to do this when I had Windows 7, too.

  • I don't see why C2 would struggle with interactive books - they're essentially following the same principles of games, so I honestly think that you'll be fine with Construct.

    I'm not sure how much a premium account would cost, but right now they're free so long as you can state your case to Ludei as to why you'd need such an account. It's highly likely that they'll announce pricing within the next couple of months, so I suggest that you drop them a mail to see if they can give you some advice regarding how viable it'll be for you to stick with them or find another service.

  • You can't affect the pull of gravity per object, but you can change its linear damping, which in your case you could consider to be air resistance.

    I'd suggest that you set your gravity to whatever works best with your enemy on the ground, and increase the linear damping for your parachuting enemy. You can even then lower the linear damping if the enemy's parachute gets destroyed (like in the classic game Paratrooper).

    Of course, this all assumes that physics-based is the best solution for your game. if you need more direct control over the speed at which your objects move then it might be better for you to use the bullet behaviour.

  • Something to be aware of with CocoonJS:

    here are two types of users in the cloud compilation system at the moment:

    Normal users: The default user when you register in the system. The only limitation for this kind of users is that they can only upload 30 Mb of data per application and that there is no acces to configure and use the CocoonJS extensions.

    Premium users: This users are allowed to upload up to 200Mb of data for their apps and they have full access to use and configure the CocoonJS extensions.

    If you go over 30MB, you'll have to register for a premium user account.

  • As far as I understand it, XML and AJAX can do half of what you want (loading files), but not actually create new files, but my knowledge of those functions is pretty limited so I wouldn't be able to give you a definitive answer.

    I suppose you could use WebStorage to save your data from your editor and then retrieve that data as necessary, but that would be a bit cumbersome for your needs.

  • You can't vary the image points themselves, but you could create multiple image points and have the bullet spawn from a random one.

    Alternatively, use the system>create object function to spawn the bullets at "spawner.ImagePointX(0)+random(-10,10)), spawner.ImagePointY(0)+random(-10,10)" (or however much of a random spread you want).

    Altering speed, as you said, is also a good way, but that depends entirely on your gameplay dynamics, and generally bullets move at the same speed when fired from the same gun, anyway.

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  • Create an event like this: System>Loop(num_shark) -> shark_cave>spawn(shark)

  • Your little bit of research should have been a little bit more, but I guess that's where this thread comes in :P

    Don't dismay, saving and loading information is entirely possible with C2 using WebStorage. Don't let the name fool you, though, you can use WebStorage with offline apps, too, including Node-Webkit (desktop) and CocoonJS (iOS/Android).

    Everything is covered in the manual entry, and here is a super basic example I made for another user recently.

    Oh, I see that you have already seen WebStorage. Then what you want is "local", not "session" storage. That's possible too as you can see in my example.

  • This must be the issue:

    can't see my license on the "My Purchases" page!

    Customers who purchased their licenses before the new store (Around July 2012) will not see their license on the "My Purchases" page. To get a new copy of your license sent to you, please email supportobd@scirra.com with your payment transaction ID. We will then be happy to send you your new license.

  • Click your name on the top right, and click on Your Purchases. In the next screen, click on Download License. Place that txt file into the root of your Construct 2 folder.

  • Just tested on my side and the application crashes outright with the message "game.exe has stopped working". Windows 8.

    This happens with or without fullscreen requests.

    Kind of a pity, really - the browser object seems to work pretty well with some functions (vibration and fullscreen) but not at all with others.

    Ashley, is there any chance we could get a node-webkit object with support for fullscreen and closing, now that it's part of the stable releases?

  • Once I have all my HUD elements where I want them, I record their positions, delete them and then recreate them at runtime in my main event sheet, which is common to all levels in my game.

    Not sure how accepted (or even how smart) this method is, but it works for me.

  • Create an event that, at the start of the layout, destroys all the "parked" objects you have.