mikehive's Forum Posts

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  • Dang, your pixel skills are really coming on.

    I have to ask, what do you use to make your gifs? I've tried a number of solutions and have yet to find anything that comes out the way I want.

  • Close all background apps?

    Ah! That did it. Turns out Esc doesn't work if Photoshop is open at the same time?? Apparently this is a known issue with Photoshop: http://www.howtogeek.com/howto/20226/ho ... n-windows/

    Problem solved! Thanks guys <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Here's a very simple capx. When you press Esc, the square should turn red. It doesn't work for me, but it does if I change the event to any other key press. Tested in nw.js, Chrome, and Firefox. http://mikelaraman.com/misc/esc.capx

  • Thanks for replying

  • Guys, I'm having a problem with C2 that's got me stumped. All I want to do is have it so that when a player presses Esc, they are taken back to the game's title screen; but nothing I do works. If I change the particular key to anything else the code works just fine - C2 seems to just not want to recognise Esc key presses. Thinking I must've messed something up in my code elsewhere, I made a new C2 project and tested, and I still can't get the Esc key to work or do anything. So I thought, maybe my Esc key is just broken? Nope, I can esc out of Youtube videos just fine.

    Weird thing is I did a forum search and I can't find any other reference to this problem. Am I going insane? Am I missing something? C2 simply does not want to register Esc keypresses. (I've tried doing it via the relevant keycode, before anyone asks. Still no dice).

    Anybody able to help?

  • I love it! Great concept, great graphics, simple to pick up!

    If I had to make a suggestion for improvement I'd perhaps say that the music becomes repetitive quite quickly and that held me back from really playing it obsessively But really you did a great job with this!

  • Hey, good job! I really like the animations, the knights' movements are really well done Did you use Spriter or something?

    Gameplay wise it could perhaps use more of a skill element - once both knights have used their 2 magics and 2 heals then it's just a case of bashing the attack button over and over and hoping the damage:dodge ratio works out in your favour :p

  • I like it! I like the idea for the different rounds, Gravity Flip is fun

    I'm getting bad lag too, in the UK :/ Sometimes the game eats jump input as well, esp. on double jumps, making some of the high platforms occasionally impossible. I assume this is lag-related...

    EDIT: Also I'm sure that sometimes when the game spawns a really low platform followed by a really high platform the jump becomes impossible, even with double-jump.

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  • Just asked a question - no need to start hating on other games and get defensive.

    The game was clearly marked as an "idle game" in the topic title, of course the creator is going to feel defensive if you come in and say "but all you do is click a couple of buttons". That's the genre! If you don't like it, why did you open the thread?

    Anyway nice job finishing a game Callan

  • Ohhhh, yeah, it makes more sense in context. Fair enough

  • Ahhhh right on! Looks great man

  • I love this thing and am mystified and delighted that you could make something like this! Very impressive

    A suggestion: I've run the demo on two separate occasions and both times it took me a while to realise that I needed to click on the guy before I could make him walk (I know it says it in the text at the top so it's probably just my fault, but the fact that the same thing got me confused both times makes me wonder if it could be made more intuitive). Like when you have an empty screen with just a guy, the first thing you want to do is to make him walk somewhere, so it seems a little bit counterintuitive to have to click him first. Or maybe I'm just dumb and picky

  • Good luck! Let me know if I can help with anything

    And thank you!!

  • Is it really a problem? I kind of don't mind this.

    Well, it's up to you! I hated it in my project; it looked turbo unprofessional to me. Like, you'd never see that happen in Zelda or whatever, you know? I like to make things look as slick as they can. But if you don't care you don't care

    Keeping the number of character per line is a good idea, but do you think it would still be possible if I allow to change the text font?

    You're right in that you do need to have your characters per line locked down to a constant number for this to work, which is a reason (one of many) I use spritefont objects for text, and not the actual text object, because yes, changes to font (and also differences in how fonts display on different systems) will mess up your count of how many characters to allow per line. I would really recommend using spritefonts for dialogue boxes instead of normal text anyway, aside from the issue of the typing effect - if you're making a serious game that will need to work on a variety of different machines, the normal text object is just not a robust enough approach to handle it.