Jayjay's Forum Posts

  • Hmm it was a bit trickier than I remember, haven't used shadows in a while

    Here's a cap file https://dl.dropboxusercontent.com/u/4714446/ShadowCasting.cap

    Edit: To hide ones from other rooms, I would add this:

    Private variable to each GameWall called "RoomNumber", and an invisible sprite over each room with the same private variable.

    When player overlaps the room identifier (room check) object, set player private variable "CurrentRoom" to the objects' "RoomNumber"

    Then, add events to say "if GameWall.Value('RoomNumber') = Player.Value('RoomNumber') then GameWall set visible" and otherwise set the GameWall to invisible

    Hope that helps!

  • One solution is to make the walls always show over-top of a shadow, then use a layer masking sprite to fake darkness in a circle around the player (like the Ghost Shooter tutorial/example that comes with CC)

  • Might be able to use R0J0hounds' Texture Setter plugin if canvas renders after sprites do (or maybe R0J0hounds' plugin renders after canvas?), maybe that will help?

  • Some random events could also spice the game up:

    -Watch the news ticker for any gossip on new console release dates (affects when you decide to make game sequels and etc)

    -Contact corporations to find out their console specifications (and sign contracts not to release details, try to prevent info leaks whether deliberate or accidental)

    -Try to upgrade office equipment to protect from data loss (upgrading storage mediums, cloud backups/off-site storage) and keep up with next-gen console and PC demands

    -Try to make games based on popular brand names and stories (get contracts from companies with famous cartoon characters and etc)

    -If a contract to use characters and etc from other companies is lost, you need to replace much of your game with a new character or decide to scrap the project entirely

    -As your office size grows and decades pass, maybe create a small "trophy room" which shows your past games in glass case displays

    -Maybe a crowd-funding parody/minigame too?

    There's even the areas of community building, advertising, lawyer work to produce EULA and Terms and Conditions that don't upset the modding community, deciding whether to release modding tools, what platforms to release on (target audience studies).

  • Using the Zip object I have no problem with these events:

    + System: Start of layout

    -> ZIP: Open archive AppPath & "\Test.zip"

    + ZIP: Archive opened

    -> ZIP: Unzip archive to AppPath & "\Unzipped\"

    + ZIP: Archive extracted

    -> ZIP: Close archive

    If they don't work as expected on your PC are you using Windows Vista by any chance? Or XP?

  • That looks great Can't wait to try it out.

  • You could also try Clay.io, they make it really easy to get onto Facebook

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  • I know you must pay money to put your ads on websites, Not get money from it. So how did you do it?

    I think he means putting adverts on his games. Kinda like how you can make money from your free games on GameJolt and having people play them.

    So ultimately all this talk of lack of successful games with C2 on mobiles, its a wash, because its entirely dependent on you to make a game that lots of people play! It's also about luck and good marketing.

    In this area I think people mean bringing bigger games with lots of complex things going on to mobiles (or WebGL heavy FX use). It's still possible to make games for mobile sure, but not all games port over so nicely.

  • fongka2 You can try the new built-in Multiplayer of Construct 2, it seems very similar to this plugin and might support minify

  • Competition over

  • It's definitely awesome to see that

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  • nihaotomita Hmm, probably not using the correct "Set Angle" action. It needs to be set it from the small tab "Bone Movement" (or whatever it's called, memory is foggy now sorry) when creating the action for the Sprite object.

    Here is the capx modified with the events: https://dl.dropboxusercontent.com/u/4714446/BoneMoveRotate.cap

  • Add an extra action after you set the Sprite angle towards MouseX and MouseY.

    Under the actions for "Bone Movement" is a separate "Set Angle", set that to Sprite.Angle.

    + System: Always (every tick)

    -> Sprite: Set angle towards (mousex, mousey)

    -> Sprite: Set angle to Sprite.Angle