Kan's Forum Posts

  • ...Please?

    I know that Construct 2 changes the names of objects on export to make it harder to reverse engineer the game and everything, but could it be optional? Like, a box you check at export?

    I know about the workarounds but they are not always simple or even possible, and I've read many people who'd really like to have the "Create object by name" action back (since it was in Construct Classic).

    + 1 if you want it ?

  • A new edition has just been published. (see edit in original post)

  • My pleasure

  • Alright.

  • Oh and I forgot to say that you'll also have to open the .caproj file of your second project (the one into which you copied the Layouts from the first project) using a notepad application, and find the list of Layouts and Event sheets to add the new Layouts and Event sheets you've just copied.

    I'll try to make a tutorial about this when I have the time, since it doesn't seem like there is already one.

  • If you attach a .capx file showing what you're trying to do, it'll help us help you.

  • Yes and no. You can't copy neither Layouts nor Layers from inside Construct 2. But, if you save your projects as project folders (instead of being saved into one capx file, every project will be a folder filled with all the project files), then you can copy-paste the Layouts and Event sheets .xml files from one Project to another. Just make sure that all the objects that appear in those Layouts and Event sheets exist in both Projects prior to copying the .xml files (or Construct will show an error message).

    It works, I've been doing it a lot lately.

  • Same here.

  • I would try exporting the game in HTML5 then zip it into a zip file, and send the zip file by email. They do accept HTML5 games, so I take it as they will be familiar enough with it to know what to do with the file and how to play it.

    I've also just looke over the Kongregate sponsorship terms, and point 4 says :

    "Kongregate-sponsored games must be released on Kongregate first [...]"

    http://www.kongregate.com/pages/sponsorshipterms

    Does that mean you should simply upload your game to Kongregat first, then ask for sponsorship? Then it'd be simple, you'd just have to send them a link to the game on Kongregate I guess.

  • You can also do it using the "angle" System expression to calculate at which angle from the object the cursor is located.

  • Doesn't it work if you attach the font file to the Project (under "Files" in the Project bar), then have your text object(s) load it like it was a webfont? Works for me using OTF fonts (even though I didn't try it onto many devices to see).

  • I was gonna say it probably is, but then I thought that's easy to test.

    Here's a .capx I made to test it. Now I can say it : Yes. AJAX.LastData is a session variable.

  • How about creating a bullet object and add the "bullet behaviour" to it, then make the ennemy spawn that bullet object (using the sprite's "spawn another object" action) and change the angle of the "bullet behaviour" to make it move towards you player (by calculating this angle using the "angle" math System expression) ?

    Bullet behaviour : https://www.scirra.com/manual/90/bullet

    System expressions : https://www.scirra.com/manual/126/system-expressions

  • I use the debugger to see the Mouse coordinates, and they do actually stop changing from the moment the cursor leaves the game window, leaving them to the last recorded values, which are different every time since I don't always move the mouse at the same speed.

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  • Same issue. The sprite won't leave the layout since the Mouse's coordinates are no longer detected from the moment the cursor isn't in the game window.