NugMan's Forum Posts

  • Yes, it should rotate about centre of mass, i agree. But right after creation. Or how will you use physics with such strange, though explainable, behavior?

    Definetly should be considered as a bug.

  • CAPX

    EXPORTED

    When angle is 0, all works like a charm. But at any other angle see what happens - it just spawns not at image point, but IDK where.

  • Interesting idea. Good luck!

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  • Instead of "Enemy spawn Enemyragdoll. Destroy Enemy", we only need a physics toggle. So when we need our enemy to use ragdoll (when his health is depleeted), we only enabling his sprite's physics.

    Here i'm using "spawn-destroy" model, but it's not that comfortable. The project grows in code lined, though they are redunant.

  • Ty, vtrix :D

  • Huge update 2.8.4! Phew, hope you like it. Link is in the first post. From now on all fresh link are there.

  • Updated again! Get link from previous post. Now enemy's legs should chase use, instead of dumb box. You also can shoot at it and will get some blood =)

    If box is still chasing you, try to refresh page several times (to clear cached .js)

    After full enemy model will be done, rag-doll dead bodiess will follow.

  • Fresh exported project

    Version 2.7

    Dated 17 Jume 2012

    What's New:

    • Now you can fall through jump-thru panels, while holding Down arrow or S keys (still looks buggy, but works);
    • Dumb Enemy Box. Can only kill itself for now.
  • This is Construct 2 discussion thread. Topic should be moved.

    And sorry for post without an answer - i'd actually thought that the problem is about Construct 2. I hadn't used Classic since C2

  • Yes you can. But this new site should be on different server, then you will add its IP to the domain records.

  • Haha! Collages are very funny. Also good to see that beards are in place :)

    But the game is not challenging. There should be more difficulty increase over time. Like speed of enemies or their size, or their manner of moving.

  • But i really think you must practice first before dreaming monetize your game ...

    THIS

  • -WAS NINJA'D <img src="smileys/smiley3.gif" border="0" align="middle" /> -

    I can provide partial answer: there is no native export, except html5 and html5 in wrappers. I saw alpha-test of .exe export here on the forum.

    I don't think you can add in-app purchases (for iOS for example).

    Try to reach limits of the free version of Construct - 100 of actions per project - there is no other limits. That way you will be sure if you need it or not.

    Or better wait another answer, from Rojohound or Ashley or somebody else more reliable than me <img src="smileys/smiley17.gif" border="0" align="middle" />

  • One can't see to everything. Maybe R96 stable?

  • Windows 7 x64 Home Premium

    Construct 2 R95

    Construct will not save spritesheet at all in my particular case: sprite istelf is 1x1 px, and there's 2 frames. So if there's no at least 10 animation frames (when 2nd list is created), the whole animation is not saved on export. If there is only one sprite object in the scene, the "images" folder won't even be created.

    About the example provided: 2 sprites, the left one (black pixel in project) has 9 animation frames so it's not saved. The right one (yellow) has 10 frames and so 2nd animation list is created (that's the bug border, i think).

    CAPX

    EXPORTED

    Partial Workaround: As far as you're using sprite for storing just images (not for animated sequence) you can duplicate frames - the total length should be not less than 10 frames (from frame 0 to frame 9).

    And there's no workaround for storing animation sequence... wait, you can jump over those frames via events <img src="smileys/smiley11.gif" border="0" align="middle">