linkman2004's Forum Posts

  • Objects with the physics behavior only interact with each other. The solid behavior makes objects impassable to the other behaviors, like platform, 8-direction, etc. Give your solid object the physics behavior and set it to immovable under the behavior properties, remove the solid behavior since it's not needed for physics.

  • First off, bumping your topic after two hours isn't allowed -- you need to give it a full 24 hours.

    As for your question, the only way to know 100% if a level is passable is to pass it yourself, or have someone else pass it. Otherwise, you can only really make educated guesses.

  • The file size of your PNG's has no impact on performance other than loading times, because all images are stored uncompressed in VRAM, each image being (width * height * 32) bits in size. Pre-scaling your images will therefore increase VRAM usage, which would be a problem mostly on mobile. Actual rendering speed should be more or less the same between pre-scaled and runtime scaled.

  • It should have been emailed to you. If you didn't receive it that way, check your downloads page, per the information on the contact page.

  • #1: Yes.

    #2: There are actually a number of Construct 2 games already on Steam(Aviary Attorney, for example). The full version of Construct 2 has the ability to export to desktop using the Node Webkit wrapper.

    #3: Yes.

    I'd give more detailed answers for #1 and #3, but those would be more easily answered once you've already started -- you may even find that they're easier than you were expecting.

  • You can press Alt + Left to go back. This and more is in the Keyboard Shortcuts manual entry.

  • If you're going to check connection status, I'd suggest checking when the user attempts to start the game from the main menu. While in game, perhaps check every 30 seconds, kicking players back to the main menu if they're not connected.

    I really wouldn't worry about it, though. In my experience, this has never been an issue, and a move like this does nothing to build trust with your players -- it just comes off as overly aggressive.

  • LittleStain is right -- you'll need to post either a screenshot of your events, or a link to your CAPX.

  • You can use the Array object's AsJSON expression to get the contents of the array as a JSON string, which you can then put into local storage. When loading, use the Array object's Load action to load the array from the stored JSON string.

  • If you're willing to use third party extensions, rexrainbow made a plugin to do just this.

  • There's already a tutorial that demonstrates split-screen functionality, among other things. Since it's mentioned in the tutorial but not linked, here's a link to R0J0hound's Paster plugin.

  • How large are your sprites being drawn? Mobile GPU's -- especially older ones -- tend to have low fillrates, which can be maxed out by drawing even just a handful of large sprites(note that I mean the size at which they're drawn to the screen, not texture dimensions). Also, which version of the iPad are you testing on? It's quite possible that it's simply too old.

  • It's technically possible to create a Wolfenstein style FPS, but a cursory glance didn't turn up any examples with working links. The technique used is called ray casting, so if you're determined to make it happen, that's where I'd suggest doing some research. But honestly, C2 isn't intended for making 3D games.

  • Newly created objects are inaccessible outside of the event they were created in until the next tick. Two more things to note just in case you're not aware (just some useful info):

    1. A wait time of 0 seconds will wait until the next frame.

    2. Functions don't remember objects picked by the event from which they were called. If you want the function to work with a specific object, you'll have to pass in your object's UID as a parameter and pick it inside the function.

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  • Capping the framerate isn't possible, but you can set a minimum framerate with the Set minimum framerate action in the System object. This keeps dt from increasing past a certain point. Setting the minimum to 60 will ensure that dt never changes, making movement more consistent, but at the cost of making movement speed dependent on framerate.