Kyatric's Forum Posts

  • LittleStain: I'm afraid you have it wrong dear. I'm not from the Netherlands I'm from France.

    Sorry <img src="smileys/smiley17.gif" border="0" align="middle">

    But as some other people have suggested along this thread, having local meetups/jams sounds like a great bunch of ideas.

    I also like the streaming idea, have to find a pub with a good internet uploading bandwidth and simply have a laptop with a camera and OBS plugged to Scirra's Twitch channel, it's not that big of a deal, the hardest part is to make sure the pub has the correct bandwidth and the owners are OK with it being the base for such a meetup/broadcast.

    Barcrafts over Europe already do this (at least I've seen some in France do so during the MLG and being in connection with the French webTV O'Gaming that broadcasted some of the images from time to time).

    At worst, a camera that updates a pictures every X minutes can also do the trick, even if it isn't as fun as a full broadcast.

  • That would be awesome, but unfortunately, I'm too far away <img src="smileys/smiley17.gif" border="0" align="middle" />

    I believe you should just organize it anyway and have all UK C2 members that can attend there and post the pictures on the facebook/forums <img src="smileys/smiley1.gif" border="0" align="middle" />

    Might be worth a blog post.

  • Maybe try to desinstall/reinstall the application too (since apparently it's missing the executable).

    At worst you should check with Steam the reason why this is happening and what is their advice when such application error happens.

  • I believe the collision isn't "checked" again.

    A workaround can be to set the Sprite.Y to self.Y -1, which will be hardly visible, and make your character move through the platform as intended.

    I believe it is due to some fix that was brought to the platform/jumpthru behaviors, reported in last version and fixed in r140.

    At some point, you require such workarounds as Ashley already mentioned the platform behavior was becoming a very complex one.

    Should help you going until Ash comes back from his time off.

  • You should have posted your capx it would make things easier to see how you've setted up things so far.

    A possibility is to only use a single text object and have it display a different explanation according to which sprite is clicked.

    Example capx

    Make a new instance of "Sprite" and set its "Description" instance variable to whatever you want to add more sprites later.

  • You can download C2 on Steam.

    Otherwise, Check in the menu "About" window/"View license", and see where your license.txt file is located and move it in another folder. Reload C2 and hopefully you should have the free version.

    It's hacky, so be careful and be sure to have a backup of your license somewhere and put it back in place once you're done.

    Also, be aware that free version can open and execute any capx (even one that goes over the limits of the free version). The limitation for the free version is that they won't be able to edit a capx that goes beyond the limitations.

    And you can create a capx that will be "OK" for free version simply by using no families, only one webGL effect, having less than 100 events and no more than 4 layers per layout even in a licensed version. (that's how I made most of my tutorials on gamedev tutsplus)

  • 7DFPS - http://7dfps.com/ - August 10 - August 17.

    Seven days to make a FPS game.

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  • Event Mouse > Cursor is over object "ImageButton" (I guess this is a third part plugin)

    ...> Action Set cursor "the_cursor_you_want".

    Make another event Mouse > Cursor is over object "ImageButton" right click it and "Invert"

    ...> Action set cursor "Normal"

  • Actually I find that a compilation of all the answers gets to make the best answer <img src="smileys/smiley1.gif" border="0" align="middle">

    • Follow as many tutorials, C2 examples or even items from the how do I FAQ as you can, they'll give you experience on how to make things from a technical point in C2.
    • Then try to "build upon" those tutorials, or simply try your own hands at some of your own ideas, making playable and enjoyable prototypes you could distribute and get feedback for.
    • Focus on some prototype that is fun and has a small scope and finish it/bring it to the state of completed game (polish, release quality, a start, a middle/progression, an end).
    • Let a bit of time go by, analyse what went well on your game, what went wrong and start all over again with bigger/more complex prototypes
    • All along be sure to read as much as you can on the subject of game design; this forum is a good place to start, be sure to check most of the topics and never hesitate to read/watch/follow the external links that might be given.

    The best advice, I think, for a total beginner (but also the hardest to follow) is to start with a small scope project.

    Most beginners want to redo some game they enjoy that was built over a big amount of time (months/years) by a team of tenth/hundredth of professional people.

    It is an unlikely goal to achieve as your first project alone.

    The smaller the scope, the "simpler" it will be to finish/complete a game an get the reward of being an actual game maker and be able to handle bigger projects afterwards.

  • Possibly it could help.

    JS console still doesn't display any error, and the "normal functioning" of your game seems to break after I've pressed the "B" keyboard key to build a "Builder".

    Maybe look around that event to see what might cause an error (are you like, trying to get some data through ajax, or something of the like ?)

  • Post a capx of your game to see what you currently have going on and how you did it.

    Be also sure to check the manual (especially the platformer behavior) or perhaps even the 8-direction behavior.

    Make sure to also check the beginner's tutorials.

  • Kurz: For the performances you have to make sure your graphic card drivers/browser/OS are up to date. There were a lot of reports in the past of laptops which had their graphic card blacklisted/not handling webGL.

    Ipad doesn't handle webGL at all, so a lot of the rendering/calculation falls back to the CPU.

  • The JS console does not report an error, and your link to dropbox doesn't work, so no way to compare with the "working" version.

    It's likely you did something wrong (make sure your object names don't contain strange latin characters which linux servers won't likely be able to handle, or stuff like that).

    Fix the link to dropbox so we can check out.

  • You can also possibly make a "On start of layout" event and put a "bloodsplat destroy" action in it.

    It's unlikely that the bloodsplats are rests from the previous layout, since when you go from a layout to another, instances are automatically destroyed (unless you've set your object type to be global, in which case the instance would "survive" from a layout to another. In that case, simply put the "Global" property to "No").

  • As far as I can tell, it appears this is not in yet.

    Probably something that will come in the next versions.