Jayjay's Forum Posts

  • add System "Trigger Once While True" to the Touch event (event #12)

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  • Anytime

  • Export with NodeWebkit

  • Use NodeWebkit for exporting to PC, it exports to Windows/Linux/Mac

  • Well, unless you contact Nintendo directly to ask or they publicly announce that it's OK, the true answer is generally "none of it". Not real sprites, not re-colored sprites, not tiles, not exact map layouts and designs, not sound effects, not names, etc.

    I see games on the play store that use graphics and sound effects from other Nintendo products so you might be able to submit your game, but you probably won't be protected from getting your game taken down and/or legal action from Nintendo.

    In fact here's what their FAQ has to say: http://www.nintendo.com/corp/faq.jsp#graphics

    "While we are grateful for all the requests for permission to use Nintendo properties, we are not able to grant such requests..... Therefore, our general policy is to decline requests for permission for the use of Nintendo properties."

    However, this article says they don't shut projects down out of spite: http://www.escapistmagazine.com/news/vi ... n-Projects

  • You're better to break that into tiles that repeat (TiledBackground objects) and then position them. Smaller objects perform better as well as preventing that issue in the layout.

    As for why it's not rendering, try zooming out in the layout editor, but that image is definitely too big and should be in smaller pieces.

    In fact, here's an example of the tiles that can be pulled just from the screenshot

  • jayderyu

    Valerian

    stuatk

    Have you tried saving in folder format and directly overwriting the frames, and then inside the animation editor: right click in the "Animation frames" box and click "Reload files from disk"?

    It sounds like what you're all requesting, but from the original poster I can understand how it gets difficult doing that for each separate animation folder and singular frames within them. Is there other downfalls to that method though?

  • Zathan

    zenox98

    I don't think they were making a joke, I think they were thinking "scenario" meant the video that plays before a game starts.

  • Heh I just get drawn into the open questions sometimes

  • Clash of Clans seems like an MMO which aims for a casual audience. In order to keep the game "fair" to people who don't play very often I could imagine that as a positive aspect of putting the delay.

    If the delay can be bypassed by paying or "asking a friend for help" then the goal is to get more people playing and sharing their data or cash with Clash of Clans.

    It seems strange to turn the player away, but it seems even the players who don't like the delay come back to play longer.

  • It's actually really surprising to find a company writing it's own engine from scratch (at least in the AAA field). Usually it's heavily modified/added to versions of existing pro engines.

    As for why they don't share the engine, sometimes it's because the work-flow is so incredibly complex that fans would be unlikely to do anything useful, and then your competitors would just learn your tricks. In the case of games that want to produce paid DLC, that kind of limits how much freedom they want to give people over adding and changing things in the game content, so I feel that's a relevant point in that the companies that plan DLC would not want people to be modifying their game.

  • , well unless you buy a personal license, and then later make $5000USD or over, then you also have to come back and buy a business license upgrade.

  • Keep making more games and try varying the gameplay/graphic style/audience (eg: casual, action, rpg). Sometimes it takes people giving one of your games a chance for them to like the others.

    Also important, post where the people go to play or talk about games. Eg: mobile markets, Chrome store, Windows Store, GameJolt, gaming forums (in the right area/genre of discussion to avoid a backfire/bad response).

    Hope that helps and good luck!

  • Well actually I prefer the way Construct 2 does it, as that's close to how Construct Classic and the Clickteam products worked for me. Have you tried using the "import spritesheet" (might not be its actual name) feature in the animation editor?

    Also, nothing is stopping you from just overwriting the source files when you use the Save As Folder method of saving your project files. Then you just need a tool to automatically break apart the frames and name them in number order.

  • If your gamepad isn't recognized, you can use x360ce to make it appear as an Xbox360 controller to the game: https://code.google.com/p/x360ce/

    You basically just copy the x360ce exe and dll's it produces into the same folder as node-webkit, and in my testing it worked well for playing with a PlayStation 2 arcade stick converted to USB <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">