OddConfection's Forum Posts

  • Found this on wikipedia - http://en.wikipedia.org/wiki/Comparison ... id_devices - which lists resolutions for a lot of Android devices and can be sorted.

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  • A quick forum search found there is a topic posted about C2 Games on Google Play (Android Market), which might be a good place to start for examples.

    If you search the forum for CocoonJS and Crosswalk you should find some information about exporting for Android as they are the two main methods.

  • Saletti - Sure, no worries, attach a capx and I will take a look at it.

    I've made a modified version of the capx I linked before that you can look at as well, it spawns Enemy sprites which you have to click/tap to destroy and it stops the timer when all enemies are destroyed.

    Timer stop example (r173)

  • There are 5 C2 games that I know of currently released on Steam - read here

    None of them have achievements, so probably don't have the Steamworks API implemented but as has been said, that is just optional - the only real requirements are that it runs from an EXE and doesn't break Steam. You still need to get through Greenlight though.

    I believe another HTML5 game that used node-webkit did have Steamworks implemented and there was some discussion about the possibility of making an unofficial plug-in for C2 but I don't think anything came of it.

    Steam probably won't be added as a specific export option for C2 until some time after submitting a game to Steam becomes as easy as submitting an app to the Google Play store.

    EDIT: found the discussion about Steamworks plug-in -

  • [quote:orm164mn]ATM I hope it makes it on Steam (wishful thinking I know!), and Humble Bundle Store..

    You've got a better game than some that have got the Greenlight and you won't be the first Construct 2 game - there are already 5 that have gone through Greenlight and been released (Epic Space, Angvik, Our Darker Purpose, 8BitBoy, Dreaming Sarah) and 4 others that have been greenlit but not released yet (Airscape, Cosmochoria, Reven, Once upon an Apocalypse) plus the Construct Classic game Tower Climb has been greenlit too.

    [quote:orm164mn]Honestly have no idea about these other stores, is Desura worth it?

    I worked/work on a non-Construct 2 game that was one of the first greenlit games released on Steam. We sold maybe 15,000 copies through other stores (including less than 2,000 through Desura) in the year before releasing on Steam, and then sold that many on Steam during the first week as a featured game and then 10,000 to 15,000 copies a time in 3 big sales.

    When not featured on Steam store sales dropped, but they were still much higher than pre-Steam sales.

    It's always worth it to go in any sale or promotion Steam offer even at a huge discount and don't be afraid to ask to go in one if not offered one.

    Being featured is obviously the best. Midweek madness, Spotlight and weekend deals are pretty good but hard to get in. Weeklong sales, daily deals and flash sales are easier to get but not as good. Seasonal sales like the Steam Summer Sale are the easiest to get into and are ok for a little exposure but you don't get as many sales as the others because of all the competition.

    A lot of games are vying for the best sales spots so it helps if you can offer something new. We got a Spotlight and Midweek madness sale when offered a small free expansion and additional features.

  • Here is the collection of C2 games on Steam including those in awaiting the Greenlight.

    This announcement lists the 5 games I know of that have actually been released on Steam.

    andreyin - Congratulations on releasing Dreaming Sarah as early access

    zendorf - Yes, Dreaming Sarah was in Greenlight first. After Greenlight developers have the choice of releasing as Early Access or a full release.

  • someone that you own

    Owning people is illegal in most countries

    is it possible to transfer a license

    I believe licenses are non-transferrable

    I just want to buy sure that it's some I'll frequently use

    Use the free version until you are sure. If you're already using the free version, how long do you have to use it before you become sure you'll use the paid version? If that's say 3 months for example, then just set aside $10 a week and by the end you'll have enough for the license if you decide to get it.

  • Azu - you've been a member of the forums for 6 years! I'm assuming you've used the free version of C2 in that time so you know how good it is. Surely you could have set aside a small amount each week/month to save up to buy a C2 license.

    The personal license is quite cheap, I doubt you'll find a cheaper alternative game development tool as good as C2 - http://www.slant.co/topics/341/~what-is ... ame-engine

    If you really can't afford it but have a game idea for which you need the license, then ask family and friends for help or try crowdfunding - Kickstarter, IndieGoGo, etc. - http://www.crowdfunding.com/

  • Minor - An example is better than just text

  • You just need sub-events to compare the AttackBox.Y value under the collision detection event, then either play the animation directly:

    AttackBox->On collision with EnemyHitBox
        System->AttackBox.Y < 100    Enemy->Set animation to "Animation1"
    
        System->Else
        System->AttackBox.Y < 200    Enemy->Set animation to "Animation2"
    
        System->Else
        System->AttackBox.Y < 300     Enemy->Set animation to "Animation3"[/code:1htpp62t]
    
    Or set the animation global variable you mention, then call the animation:
    [code:1htpp62t]AttackBox->On collision with EnemyHitBox
        System->AttackBox.Y < 100    System->Set AnimationVariable to 1
    
        System->Else
        System->AttackBox.Y < 200    Set AnimationVariable to 2
    
        System->Else
        System->AttackBox.Y < 300   Set AnimationVariable to 3
    
        System->AnimationVariable > 0   Enemy->Set animation to "Animation" & AnimationVariable
                                                                System->Set AnimationVariable to 0[/code:1htpp62t]
  • Thanks lolpaca I've added Dungeon Buster to the collection. Let me know if you spot any more.

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  • Definitely more could be done to champion the games that show off the really amazing things Construct is capable of: there's a list somewhere of C2-developed games that have been Greenlit on Steam or are awaiting it, which would be a good place to start.

    I made a collection on Steam of games made with C2 - http://steamcommunity.com/sharedfiles/f ... =103535227

    While some Construct 2 games are still waiting to be Greenlit and some have been Greenlit but not yet released, there are a handful that have been released.

    The C2 games released on Steam are:

    Epic Space

    An infinite universe MMO currently in Early Access

    Steam Store - Scirra Forum

    Angvik

    A platform action game set in a joyful but unforgiving land.

    SteamStore - Scirra Forum

    Our Darker Purpose

    An atmospheric and fiendishly difficult action RPG.

    Steam Store - Scirra Forum

    8BitBoy

    An addictive retro platformer, with over 50 levels in 5 worlds.

    Steam Store - Scirra Forum

    There is also a post here on the forums that lists these games as well as games released on Desura.

  • Animate

    There isn't a specific condition for this in the Browser object, but Browser.Domain is a value that you can compare.

    For example,

    To check a game is running from DropBox, do this:

    System->Compare two values->Browser.Domain = "dl.dropboxusercontent.com"

    You can output Browser.Domain to a Text or SpriteFont object to confirm what the domain is for your website.

  • You can use a global variable to stop/start the timer

    I did an example of that for someone else - https://dl.dropboxusercontent.com/u/905 ... topGo.capx

    In that example you press go to start the timer and stop to stop it. The timer counts upward instead of down, but the principle of stopping/starting it is the same.

    You would need to check that there are no enemies left to kill and then set the global variable that controls the timer to false/off

    If all enemies are spawned at the start just do System->Compare Two Values->Enemy.Count = 0 (where Enemy is the sprite/family of the enemy objects)

    If enemies are spawned over time, use a global variable to track how many enemies are killed (Enemy->On Destroyed : System->Add 1 to EnemiesKilled) and compare that to a variable used to track how many Enemies are to be spawned that level.