Paradox's Forum Posts

  • Here is a post where you can see Ashley's explanation.

    http://www.scirra.com/forum/r106-lines-around-tiled-backgrounds_topic58776.html

  • Have you tried making it where your enemies are turrets too? (moving turrets work just like stationary ones.) Use the turret code to do all that for you.

  • Are they manually done? I just hit a year and a month.

    I thought maybe it was being adjusted, because the Notch page has Ethan and Tom himself on there 5 times each.

    http://www.scirra.com/badges/21/notch

    Edit: Ok, maybe you saw this or it was a coincidence, but it showed up.

  • That looks like a variation of what I said, it's not working?

    You shouldn't need the "Turret has target" conditions, as it's in an event triggered by "on shoot", so there is only one turret picked. But that shouldn't keep it from working.

    Hmm, I just converted the turret demo to something similar, and the Family isn't picking right. I set it to pick the enemies directly and it worked. I don't use families often, maybe I did something wrong.

    Here I went ahead and saved my test capx:

    https://www.dropbox.com/s/xwvmqpyull4qs72/TurretMultiBulletTest.capx

    It's the demo for turrets that come with Construct, converted to use families, and multicolored bullets.

    But as you can see in Events 16 and 17, the family (disabled) version doesn't work.

  • TurretSprite | On Turret Shoot | Spawn the bullet

    (like normal)

    Make a sub-event inside that event so that the right turret is currently picked:

    Enemysprite | Pick Instance with UID TurretSprite.Turret.TargetUID | set color

    That is, Pick by UID in the target sprite, then enter for the UID the turret sprite's "TargetUID" expression. Then, the proper target will be picked, and you can set the color or frame.

  • I haven't actually done it myself yet, but here is a tutorial, maybe it has the missing answer.

    https://www.scirra.com/tutorials/483/windows-8-and-clayio-integration

    Ok, just looked through it, it's a bit complicated. But it sounds like your problem on page 3:

    he final thing we need to change is to give the app permission to access the internet as without this it will crash when you try and access the Clay.io servers. Go to the Capabilities tab in your package.appxmanifest file and check the Internet (Client) option.

  • When you export, there is a drop down box allowing you to choose how compressed you want them. Make sure you have "Brute (very Slow!)" selected. It's only slow while compressing, not during play back.

  • It's been reported before, ALT isn't supported for sizing, we just do it from Photoshop habits. But ALT presses sometimes crash Construct2. Until it can be reproduced, it's not likely to be found and fixed.

    You can just press it at random times in the layout editor and get the crash too. (usually when least expected) So try to avoid that key.

  • Yes, Construct2 only creates HTML5, so it has a "desktop wrapper" that includes the HTML5 engine.

    Here was the update it was introduced:

    https://www.scirra.com/construct2/releases/r115

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  • Export using Node-Webkit. It creates executables for Win32, OSX, Linux32, and linux64 all in one export.

    It may be for the licensed version only though...

  • I just started work on the game I had set aside back then, and the font problem still affected it on it's first layout.

    I worked around the problem by loading the font to one of the textboxes first thing in the startup event.

    at the end of the startup, I put in a "wait 0.1" and then loaded the font again for the family of all the text boxes.

    Apparently if the text boxes get set before the font is cached, it never switches to it. (it shows a generic serif font instead.)

    You can see a flash of the wrong font, but it does that anyway when it is working correctly. It is a Google font. (Oregano)

  • I too wish for that. My Orbital Bomb-Bounder game has 93 stacked sprites making up the planets. (90 are the same instance, different animations and frames) The layout editor became pretty much useless for adding levels.

    Had I thought more about it, I would have put each ring of planet on it's own layer.

    The z-order is the most logical as it lists each instance already. Only Ashley knows if it's actually possible to use it that way though.

  • Physics behavior does have round collision boxes, found in the behavior properties, not the animation editor.

  • Lowren beat me to it, here is the example I just made:

    https://dl.dropboxusercontent.com/u/85412219/forumposts/FloatingScore.capx

    It uses behaviors to make it float away, fade out, and destroy itself.

    so you just spawn it and forget it. 1 event.

  • Mine was fairly intuitive, except for getting started with a double touch.

    I knew I was in trouble when he said he would be testing on his IPhone. It has 100 sprites on screen, laggy on mobile devices.

    I think I should have left more levels unlocked as well, I don't know if he made it to the levels where you get shot at.