lennaert's Forum Posts

  • Atm, your capx is experience this issue

    edit: submitted in the bug thread

    Seems Ashley is on it already concerning the bug.

    I'm not installing the previous construct 2, sorry for that, so I cant be of help till the next release.

  • As far as I know, as long as you use your own assets/images/audio, and dont have a name resembling too much, it shouldn't be an issue at all.

    When going commercial with it, the above just weighs a little bit heavier.

    Just add a couple of your own twists, and dont blatantly copy the entire game to a tee and try to pass it off as your own, then you should be alright.

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  • Set your project fullscreen to "scale outer" in the project settings, and make sure the background of your layout stretches outside wider/higher then your layout dimensions.

    ie layout = 100x100   make background roughly 110x110

  • If I am not mistaken, disable the diagonals and increase rotate speed on the pathinding.

  • Cant you just add an extra event sheet and build the controls for touch there and have them enabled both by default ?

    Should work.

    As a fancy approach, you could have your mouse cursor appear and fade upon touch, mimicking the mouse interface somewhat more :)

  • Post a capx.

    If you have link issues, just post a link and place a space in the http ref like:   ht tp://link.com

  • came up a few weeks ago:

    pixel by pixel terrain destruction

  • I think you have 2 age styles there ...

    I'm guessing the first is aimed teens / pre-teens, while the second, is more aimed for teens / young adolescents.

    My guess is if your aiming for the Nickelodeon thing, go with your first style, as that is more the style for nickelodeon audience.

    Personally, I like the smaller chars better too for this type of game.

    The bigger ones look more serious and likely less friendly/acceptable for younger players.

    Loving the work :)

  • Most audio editors have this option somewhere in the dialogue when you save or export it.

    I save most audio formats in wav format with pcm 16 bit stereo.

    The extension is still *.wav, but PCM is the codec, you will need some sort of tool to identify which codec is used.

    Generally you just save it in the right format, and construct 2 imports it without a hitch.

  • Keep in mind:

    As soon as you spawn ANY object, you can reference it directly in the same set of actions.

    for instance:

    actions:

    create object rocket on x,y

    rocket spawn object thruster on image point 1 //thruster image point

    thruster pin pin to rocket

    At this point the newly created rocket has its new spawned thruster pinned to itself.

  • Thats actually a very good thing to have.

    I did a master designer course for webdevelopment several years ago, and one of the things high on the list of priorities was giving support for disabled people such as colorblind, blind, deaf dyslexic, etc etc

    Its was a large part of the course, and though you hardly used it, it was one of the more important things, "knowing"   how to adress the issues.

    In HTML it started with the alts, and titles for images, in order for blind people to have their screen reader read out the alternative names and titles.

    But this went a lot further, from ease of use approaches, to using icons/buttons with imagery depickting its function.

    I applaude your efforts   <img src="smileys/smiley32.gif" border="0" align="middle" /> , though motivated from selfish reasons !!! <img src="smileys/smiley3.gif" border="0" align="middle" />     (just kidding <img src="smileys/smiley17.gif" border="0" align="middle" />   )

    Nice work

  • You can't just invent your own terminology.

    actually , he can :)

    It might be a bit much to call it an actual isometric engine, but it has an isometric view, granted not the prettiest (thats just graphics), but he has isometric jumping down on objects with heights differences .... if that doesnt resemble isometric ... lol, then Im a frisbee ...

    Isometric view does not mean it has to have actual isometric tiling.

    General isometric approach is an angluar top down view with characters and objects having aproximately a 57 degrees offfset in a top down viewing angle.

    A platform like game, without the platform behaviours .... is still a platform game, right ?

    komalrajsingh

    Great job and nice of you to share :)

  • No, it is a standard limitation for entries to the arcade.

  • Im not too sure on this, but perhaps you need to pass the data along to the function

    like this:

    Cnds.prototype.FGLEnabled = function(DATA)

    {

         return fgl.crossPromotionEnabled;

    };

    Probably something like:

    Cnds.prototype.FGLEnabled = function(fgl)

    {

         return fgl.crossPromotionEnabled;

    };

    Not 100% sure, but its the first that popped to mind.

  • lennaert, good game! Works great.

    The first level, I played by using as few missiles as possible. The second level involved constant missiles flying and exploding, just because I could. ;)

    :D haha, thanks, there is a missle limit usage though, aount of missle in a ceratain time frame determined by the amount of buildings you have left. Effectivly, the les buildings you have, the less missle able to fly around in the same time :P

    Missile Command also had the lines showing the enemy missile trajectories which helped the player figure out the best place to land a hit. The fact that yours doesn't adds to the challenge, definitely in a good way I think.

    So true :D   initially I had added a smoke trail behind the particles which faded ...but it really clogged the screen and decreased a certain crisp effect I had going   xD