Jayjay's Forum Posts

  • Construct Classic didn't have a built-in tile plugin/support if I remember correctly, but you can check this list (might be outdated): list-of-all-plugins-add-on_t62655

    Otherwise, there could be some events you could use combined with an Array to automatically spawn tiled backgrounds and place them in correct places and layers.

    My game I Had Hope loaded almost everything (other than code) from a file, and is open source if you want to check it out: http://ihadhope.blogspot.ca/p/download.html

    However, I didn't use a tilemap and hadn't started/finished a map editor (created them by hand, they're just INI files written as .iam or .dcd, etc).

    Can you post a link to a tmx (remove the . so http://www(dot)google(dot)com to bypass link blocker), or JSON and I'll see if I can make events to load it for you? Need the spritesheet/tiles too.

  • Insanity's Blade on Steam has definitely met that value and surpassed it, but we figured it would and bought business license upgrades long before it released to anticipate that.

  • It shouldn't be a problem to do it that way, but you could use an Array object (and write down what each array position is used for) or use the Dictionary object which allows you to name the variables (add them by events on the first layout, then change their values/read them like normal variables.

  • It seems like a lot of money, but it doesn't guarantee a great product. There are lots of rich investors who will give tonnes of money and say "Grow! Hire people! Spend money fast! Look like a big thing so I can sell you!", but they are investing in many different companies at once because they know most will fail.

    They look for random success that pays back millions, but don't really care about the people they are investing in. If you need more funds, they will sometimes give you more chances and funding in exchange for more ownership % of your company, but again they just want quick returns most of the time.

    You could do both (startup now, college after), but college in general might be the better option.

  • Nothing Construct 2 does escapes the games being run as HTML5 (+ WebGL where available), it can be wrapped in an APK for distributing but all that does is put an APK of a reduced browser (made slightly better for games) that has your game inside of it. I believe GameMaker: Studio has native export to a variety of platforms including mobile.

    Newer phones and computers seem to handle HTML5 + WebGL better, but there is indeed a long way to go before the wrappers and exporters can truly perform well with HTML5 and WebGL games compared to native games exported from certain other engines (and like szymek says, with Construct 2 we are often waiting for Chromium [Google!] or other third party things to update). Mobile is probably a good target as people often get new phones every few years (old one breaks, contract upgrades, etc), so you will get a greater percentage of people on devices who will be capable of running HTML5 + WebGL games much sooner compared to desktop (where people can still be using Windows XP, pentium 3, low RAM, 10 year old graphics cards, etc and then blame your game when it runs poorly, despite WebGL itself only releasing 1.0 in 2011!).

    Older devices will probably not be able to play your games at all once the game is too large, that is partially if the code isn't optimized in your events, and partially because the moment you drop below 60fps (from my experience on PC) you will probably find things like the Platform behavior bugging out in weird ways (eg: falling through floors, jumping higher than you are supposed to, and so on).

    Edit: From the sounds of it "Set Minimum Framerate" was added to C2 lately, which should fix the problems of unreliable collisions!! https://www.scirra.com/forum/dear-ashley-a-big-giant-thanks_t150026

  • Ah CapX is Construct 2, for future troubleshooting be sure to check out the support forums for it here: https://www.scirra.com/forum/how-do-i_f147

    Unfortunately I can't update my Construct 2 to take a look at the capx as it breaks one of my other games. Try posting in the Construct 2 section instead for help!

  • Catching your Steam sales stats at the wrong time can be spooky!

    In seriousness though, we are happy that Insanity's Blade is still doing well on Steam, it's a big market of games out there!

  • Welcome to the forums! and glad to hear you are making games <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Can you post a link to the cap file (replace . with (dot) eg: http://www(dot)google(dot)com/ to get around link blocker for new accounts)?

    Dropbox is a great program to upload it.

  • If for C3 the collision detection could stop failing below 60FPS that would be nice.

    Maybe also improved object picking (rather than adding "For Each" you could have a small row of checkboxes in events for pick "one", "all", and "random" from objects satisfying pick conditions, also inverse picking would be nice, and for sub-events to be able to alter the list of picked objects to disqualify objects for next sub-events), this would help so much with decreasing code duplication.

  • It seems you have indeed found a bug in Construct Classic (there are quite a few!), but I think I have a work-around <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    After setting Gravity Angle, set the gravity strength again as well, even if that number doesn't change it seems to have fixed the issue for me!

    Here is a CAP example (I put the gravity in the opposite angle of the particles themselves to show that it works!! Just remove the + 180 to have gravity the same direction as the particle object)

    https://dl.dropboxusercontent.com/u/471 ... ticles.cap

    Hope that helps <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> And yes, I do like reading boring code! Although event sheets are more fun

  • I think you'll be safe to proceed if you only use the default behaviors that come with Construct Classic, or if the other behaviors have an action to enable/disable them.

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  • I had it crash initially after pressing START (loading and pressing A was fine), but after changing the second layout to switch on the BACK button instead of START it no longer crashes. Is that the same for you?

    If so, then it's mainly because the check for START being pressed is happening so fast it probably triggers on both sheets and that causes a freeze in game logic.

    Changing layouts quickly/pressing both still causes the crash, so I would put a timer variable in that gets reset every time the layout changes and prevents transitioning between layouts for at least a second or two after the new layout has begun running.

    Hope that helps!

  • Here's an example of that: https://dl.dropboxusercontent.com/u/471 ... dAngle.cap

    This is for Construct Classic though (which is free, latest can be downloaded from the link here: http://ihadhope.blogspot.ca/p/download.html as the one on the Scirra site is outdated), so if you wanted to use Construct 2 the events/logic is similar (without the work-around that separates animation angle from real angle, as C2 has that), so you can instal CC and look at the cap.

    Hope that helps!

    The graphics in that cap were from the forums, but I didn't remember who shared them sadly.

  • What you could try is enabling/disabling (activate/deactivate) the behaviors as well inside of the respective groups. I would recommend not using the Layout object, but only because I have also heard it is buggy. I've not used it enough to know sadly.

    I threw a quick test and find that works for Bullet behavior at least: https://dl.dropboxusercontent.com/u/471 ... eLogic.cap

    Hope that helps! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Ah this is the older (DirectX 9 based, free open source) Construct Classic forums. Try posting your requests here for Construct 2 (HTML5):

    Also, can you post a link to the capx there from something like Dropbox (free) ? You just need to replace the . eg: becomes www (dot) google (dot) com

    That should get around the link limits for new users