nemo's Forum Posts

  • > Which demos are you talking about? Space blaster is the only one I know of which gives an indication of a real game simulation...

    Maybe this one:

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    Wow, that was looking good <img src="smileys/smiley1.gif" border="0" align="middle"> . I guess that was with the help of WebGL... I hope it's also capable of running some complicated code.

    Lately I've been trying my best to create something cool and easy for my android tablet, but currently Phonegap and AppMobi are just too slow.

    Now that Flash is slowly committing suicide with their "fees that will make people come up with fresh innovative ideas" as they say, HTML5 only needs to get alot faster and then it's done.

  • Because I use Windows Vista, Construct 2 won't convert my wav files into aac-format automaticly. It will convert my wav-files to ogg and keep the original wav-files... Now this is OK, i've done this many times before, just imported my aac-files manually.

    After I updated to v.84(32bit) It won't import all of my aac-files.

    <img src="http://dl.dropbox.com/u/53898431/Junk/ACC_Bug.jpg" border="0" />

  • Well this was nice to hear. I look forward to this technology and what it can help me to archieve.

  • I had similar situation just some days ago. I had forgot to plug my headset on and the sound came out from my laptop speakers, but only some sounds came through.... I got scared that I had changed something in my game, but ignored the whole thing after I tested it with my headset again.

    This could be due to my lousy broken laptop. I will try to reproduse this.

  • You could have boolean "Active" set for your bots. You could use it like, if Bot-Active=true; move to X,Y or set angle towads position.

    Then you could easily activate these bots, for example if in collision with bullet set "Active" True. Or if bot clicked set "Active" True.

    You can also always use pick nearest to... or pick top/bottom...

  • Microsoft is currently running their student game development competition, Imagine Cup and In their rules for the Xbox/Windows it states:

    Game Design: Xbox/Windows Competition: Rules and Regulations

    Required Technologies (Rounds 2 and 3):

    Microsoft� XNA Game Studio 4.0 or HTML5 or Silverlight (or any combination)

    HTML5 is not allowed in any other category.

  • Thank you both <img src="smileys/smiley1.gif" border="0" align="middle" /> anthonykojima I'm going to do tests and reduce the power little bit. If I would have just little bit more events I would make a nice tutorial level for it. I have actually made so that players don't need to collect any stars, just get to the moon. I will continue this with a licence and add few wolds that you need to unlock with a certain amount of stars, different space rockets and more fireworks.

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  • Thanks Nimtrix <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I also feel the same way as I have mentioned earlier in this topic. I don't think any nordic country would need translations. Like with firefox there's no hope, It won't let me change the language into english. I do understand that there is a big market with non-english speaking world.

  • Here's an example capx I made:

    http://dl.dropbox.com/u/53898431/Junk/Universal_Device_Example.capx

    I use anchor behaviour to strech the background sprite. I hope it helps.

  • Ashley, ye here's a quick summary of the issue:

    My game is set to 800,480... When on Fullscreen (scale) mode, it still ends up looking like this.

    Here are the screenshots:

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0051.png" border="0" />

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0054_1.png" border="0" />

    So to me, it doesn't appear to have been scaled. I know that I could implement fixes such as a top layer to act as a boarder, or create the game to extend slightly over the layout size to close the gap/cover the black space. But, these are fixes and not solutions. I was just wondering where I'm going wrong.

    As I said earlier everyone I've spoken to has had to implement other events, code changes to the html etc to get it working on multiple screen sizes. I've not seen one person say that they have managed to make an app compatible with multiple screen sizes by just following that tutorial.

    So I'm open to all ideas and offers of help but can assure you I have read all the approriate tutorials lol <img src="smileys/smiley1.gif" border="0" align="middle" />

    If you are using picture as a background have you checked that the origin is in the top left corner? Would this help?

  • If you want to strech background image you should make sure that the background origin is set to top left corner and then if you export with unversal device option set to on. When the user is tilting their devices the image should automaticly adjust to different size.

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  • I'm with stevenworks with this language thing, I'm finnish and I don't want any of my software in finnish. For exmple I don't know why google is asking me if I want to translate the page that's not in finnish. The first time I visited chrome store It was really difficult for me to know what's going on cause everything was translated into this badly written finnish. I don't know what the C2 translation thingy is, but if it's something like I described then that was my opinion for it. For C2 I would like to see the "wrap" finally turn into warp <img src="smileys/smiley1.gif" border="0" align="middle" /> as I believe it's intended. I would love to be able to lock UI windows inside construct as I'm clumsy I often find myself fixing them back as they were. I think it's good to be constructive towards talented people like Ashley.