Kyatric's Forum Posts

  • A question first, have you been saving different projects in the same folder ?

    This may cause unexpected things.

    Your project is made of xml files, (files that can be edited with the notepad and are written in XML format, human readable).

    So your project might be corrupted for now, but there ways to recover it hopefuly.

    Make a zip file out of the content of the folder "Projects" and post it here using dropbox, or send it via mail to Ashleyitf@Scirra.com

  • Perhaps the ideal would be for the constructor to set it in the action.

    I can't think of specific keys right now, but maybe at some point in the future, someone will come and need a specific key we wouldn't think of right now.

    Maybe the Fsomething (F9,F10,F11,F12).

  • This feature only works in chrome, FF doesn't support it and IE is IE.

  • Probably because of the image compression with C2.

    Set your images in the image editor to be 8bits pngs, this should allow you to decrease the weight of images on export.

  • The mouse lock API will eventualy be implemented.

    But C2 is a 2D game maker, not a 3D game maker.

    Making 3D first person shooters would require a lot of trickyness and are not really the type of games C2 is designed to help you make easily.

  • The number of NPCs doesn't matter because of how events work.

    What's in your interest here is to use a single sprite object to hold all your NPCs (through animationframes of a single animation).

    (or families if you own a C2 license)

    From the moment you set an event:

    System.Compare two values

    distance(Player.X,Player.Y,NPC.X,NPC.Y) < The_distance_you_want_to_set

    It will apply the actions to every NPCs in the distance. (so your dialog display system)

    The overlapping would act the same, but you would must have your player "over" the NPC for the actions to take place, not in an area around it like with distance().

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  • C2 r81 64bits; Intel Core i5-2500K GHz (x4), 8 Go DDR3, NVIDIA GeForce GTX 560 Ti (driver 285.62), Win 7 Pro SP1

    Firefox 10.0.2; Chrome 17.0.963.56 m

    Provided capx

    What is expected here is that after having inputed some text in the textbox, return is pressed to "hide" it.

    What is happening is seemingly nothing.

    I've added another test under the form of a single "on Return pressed" event to see if something happened.

    If you press return on start of the layout without having given the focus to the textbox, Things appear to work as expected.

    The bugfix for the previous issue I reported makes it so now that this keypress appears as not being taken into account at all.

  • Something like this could hopefuly work.

  • We're not going to be so stringent as to ask for your .capx's.

    The limitations AFAIK are basically that you are limited to 100 events, and max 4 layers.

    So if you give us a game with 6 moving parallaxes and like 6000 dudes running around on the screen, we MAY have to disqualify you (or ding you a lot of points ... Not sure which I'd prefer to do, I guess it depends on how many successful entries we get).

    The limits to the free version are 100 events, 4 layers, no families or preview on LAN.

    But there is a flaw in your reasoning there Venetia, it would be perfectly possible to have X layers of parralax in actually a single layer in C2, so a game proposing this wouldn't necesseraly have been done with the full version.

    Same thing for the 6000 dudes moving on screen.

    Especialy since you allow for the use of custom plugins.

    In theory the game could be all coded in a plugin and interfaced to C2 to use the less events possible.

    Apart from checking the actual capx, I don't know how to make sure an exported project was made in the free version.

  • : click the stars on top of each game.

    The number of stars affects the general vote.

  • Just move the license file (where it is standing now) away, this should revert C2 back to free edition since it won't be able to find the license file.

    A way to enforce this rule would be for the organizers to ask for the capx to be released with the game, to make sure it works in a free edition version.

  • Try "Drop Da Piew" (in my signature).

    It's supposed to handle mouse and touch.

    I don't know though if an iPad1 will be able to handle the performances though.

  • 64 in FF 10

    54 on very start of the game (before being in the corridor)

  • Rasmus I think you have to install the socket.io module for node too (in c:\node)

    That's probably what's missing.