MrClifford's Forum Posts

  • Awesome way to make a music video! Good work

  • Had the .exe being flagged on VT by one vendor, false positive. You'll have to message the company that's flagging it

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  • Original Post:

    construct.net/en/forum/construct-3/your-construct-creations-9/shukuchi-ninja-devblog-153201

    Well, big update on Shukuchi Ninja. 2Awesome Studios offered me a publishing deal back in December 2021. This included porting to consoles... So, March 31st, Shukuchi Ninja will be making it's way to PS4/PS5/Xbox/Switch/PC. I am also doing a paid re-release on Google Play with gamepad and Google Play Games achievements.

    The final game had ended up at 68 levels, including 7 boss fights (1 at the end of each chapter), full gamepad support (obviously, it's going on console) Xbox achievements/PlayStation trophies, traditional Japanese OST with modern elements and an inspiring storyline with cutscenes every chapter.

    Again, big thanks to everyone that helped me directly with bits of code on the forums, and for the numerous forum posts that I viewed to complete the game.

    A link to the press release and store listings if anyone's interested in pre-ordering or viewing the trailer (no blood in the trailer, sadly) 😁

    gamespress.com/Shukuchi-Ninja-pre-orders-are-now-live

  • Thanks, got my final build done and uploaded to the Google Dev console, so I won't be taking up any build space for a while! 🤣

  • Same issue building signed release bundle. Some issue with the build service I guess Ashley

  • Lives = 0

    Sub event Trigger once > Set animation "explosion" play from beginning

    Next 2 conditions in one event

    Lives = 0

    On animation "explosion" finished > Go to Game Over

    This is on the assumption you're subtracting from Lives else where and use the "explosion" animation when your player dies and has more than 1 life

  • Epic Games have now released self publishing on their store front. Much like Steam, we can use NW.js builds to deploy our games onto the Epic Games Store.

    Pretty much the same process and pricing as Steam, $100 per game, but with a small 12% fee for every copy sold, instead of 30% like most other platforms.

    store.epicgames.com/en-US/news/epic-games-store-launches-self-publishing-tools-for-game-developers-and-publishers

    Will Scirra make an official plugin like Greenworks to allow us to add achievements etc? Ashley

  • Half asleep and trying to look at your issue on my phone, but you could try and use is overlapping at offset to keep the slide state if your character is overlapping the sprite.

    If it is overlapping at offset - set the slide state

  • Will get on it, thanks

  • Ashley Publisher's are prepping Steam release and they've been notified by Steam that the .exe on the win32 version has been flagged on VT by one vendor for malware. I'm assuming it's a false positive but seems to be affecting all win32 nw.js builds. I've tested another game and the win32 .exe is also being flagged.

    "Your app's executable was flagged by some antivirus systems during a VirusTotal scan.

    virustotal.com/gui/file/8391c3a9722d494fb01403317b3180b443e50f6e7d0fd67a30d5ac449ba33983

    Even if these matches are false positives, antivirus software on your customers systems may prevent your application from running. In some cases, you may be able to submit binaries to the antivirus vendor for whitelisting. Please check the above report for your application, and follow up with specific vendors if appropriate. We recommend resolving this issue, but this won't prevent your game from releasing."

    Want me to file a bug report or is this fine here?

    Cheers

  • Good stuff, hope it all works out and worth checking the poly whenever you pop a new sprite on that's going to have collisions.

    Loving the simplicity of the graphics btw, looks cool

  • No worries, that's only a simple way without using arrays etc, but the basic logic still stands - check, get, set.

    As for your other little issue, like XHXIAIEIN said, check your image points. 1 pixel down on 1 sprite can cause this, or it could be the collision points. Make sure the collision points are all on the same Y - again, if your collision point is set one pixel higher than the other frames, it can cause the issue your experiencing

  • Excuse the phone screen shots but here's a couple of an example of a simple local storage

    On the start of layout check the localstorage key exists. If it doesn't, set the key (in my example I needed 0, so for a highscore you'd want 0 too), then check the key exists again (which it now will)

    Then on key exists - get the key.

    Then you can set your global variable to the key

    Now you've sorted the loading of the localstorage key you can think about saving the variable as local storage

    Localstorage - set variable to localstorage key

  • Give your walls the solid behaviour. In the bullet behaviour there is also a bounce off solids property. Add some events to trigger things than can happen when a bullet hits a certain wall type i.e spawn another object (explosion sprite) and destroy the bullet or change bullet angle and velocity when bounced off a wall

  • You have no trigger when the purchase is successful

    Mobile IAP - On product "alljobs" purchase success > add something