PixelRebirth's Forum Posts

  • Those events will request fullscreen and cancel it in the same tick, like SgtConti mentioned.

    But there's no need to use a wait action either. Why not simply something like:

    <img src="https://dl.dropboxusercontent.com/u/2306601/fstoggle.png" border="0" />

  • Roccinio

    We are kind of talking two different things here. I meant plain HTML5 games, which are optimized for mobiles. I do think C2 is already good at this.

    You seem to be talking about packaging the HTML5 to result in a native format. And I agree C2 would profit from having its own well working solution there.

    But it was also my point that mobile OS will improve to the point where you don't need to jump through hoops to boost your HTML5 performance. That's why I also mentioned Tizen.

  • From a business standpoint with Nintendo if something does not change soon ,they will end up a software company like Sega .

    I don't think that's a very realistic assessment at all. Don't get too hung up on the current state of the WiiU, Nintendo is still doing very well in the handheld market. Also this just happened: link

    I think exporting options for big consoles are a good thing for sure and will raise the profile of Construct 2 significantly.

    Just don't lose sight of what the software is already pretty good at: making HTML5 games for mobile smart devices. This is a giant market and HTML5 will gain importance.

    Take a look at Tizen which directly supports HTML5 apps providing a native-like experience.

    I think Scirra is making fine progress with C2 at a steady pace, which is pretty impressive in itself. Some features being added might seem not that important, but I don't see the harm if they can be added quickly (like Ashley mentioned with the speech recognition).

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  • <img src="smileys/smiley18.gif" border="0" align="middle" /> I *finally* found the problem.. The noisejs.addon was installed to A:roamaning-something and it prevented even 155 version to start properly.. I never asked anything to be installed there (I keep my C2 files at H-drive).. No wonder It took me some time to find.

    Okay yeah, to be more specific:

    It appears that some plugins are also put into the hidden folder

    c:\users\name\appdata\roaming\construct 2(C being your windows drive and name your username)

    resulting in them being duplicate and causing the error apparently. Remove the plugins from that folder and you're good to go again.

    I guess it's something that happens or can happen when you install a plugin by dragging the .c2addon file into the C2 window, instead of copying it manually to the plugin folder.

    EDIT: Caught the error specific to the perlinjs plugin. I indeed simply forgot to use unique ids for the expressions. <img src="smileys/smiley5.gif" border="0" align="middle" /> For some reason this didn't cause any errors in 158.2 (but it should have!). Sorry for the confusion, was entirely my fault. <img src="smileys/smiley18.gif" border="0" align="middle" />

    I'll update the link in the plugin thread with a working version now...

  • Edit: noisejs is causing that error. delete the plugin and works fine

    Hey, don't pick on noisejs! <img src="smileys/smiley2.gif" border="0" align="middle" />

    I use quite a number of custom plugins and removed only noisejs - it still happens.

    The question here to me is why does this happen in r159? If you're making use of custom plugins in your project removing them is hardly a good fix.

    Don't see any mention of breaking changes or adjustments to the SDK in the release notes.

  • Yeah, low framerates can cause glitches in all kinds of games. <img src="smileys/smiley5.gif" border="0" align="middle" />

    How about you check for the Y-difference from the beginning of the jump and compare it to a maximum jump height value? If it goes above you set the Y vector to 0.

  • This game has always looked crazy cool and I'm glad you got funded!

    I'm a little torn here now seeing this moving away from it's inital 8-bit style. Honestly I feel it looked more authentic before. Some parts of the backgrounds seem like regular drawings of some sort now and don't mix well with the pixel sprites. But I might be overly sensitive to these kind of things.

    What also concerns me is that the game was described as "The Ultimate 8-bit Experience" on Kickstarter, which it certainly cannot be anymore. Yet it got funded on account of this. Some backers might feel mislead.

    Still I wish you great success with this title of course! The new boss video looks great and I will surely be playing the full game.

  • Aren't these two different things though? When you submitted through the form here at Scirra.com, you were pretty much guaranteed a payment for your game. As long as they accepted the game of course.

    I think the general tizen challenge with 6000$ in prizes is a separate thing here.

    I also submitted one game and the last message I received from appbackr was saying that they would pay me when they confirmed the validation of the game on the tizen seller store. The game has been approved for a while now without any further word from appbackr. And my contact there doesn't seem to reply anymore. Weird.

  • - the integer scale and pixel rounding are just to make sure under all circumstances seams don't appear, and those are pretty good settings for pixel games anyway.

    I have to be so bold to disagree. I found the experience in my low resolution retro project so jarringly bad with pixel rounding activated, that in conclusion it simply cannot be used. And I've seen posts from other users who also find it unusable for their pixel endeavors.

    This means I'm back to simply using sprites with numerous frames representing the different tiles. Surely nowhere near as handy as a proper tilemap would be. And I'm still not sure if it may cause performance issues for bigger levels.

    I would have to fire up Construct Classic again to really check, but am I wrong to remember there not being such tiling issues? Obviously that one runs on DirectX, so what does that do in this case and why can't HTML5? Unless I'm terribly mistaken here.

  • it works now, on node webkit and chrome as well but not in firefox, thanks to you all for your help and kindness

    i've got 2 controllers one is wireless (connected using play and chard kit) the othez one is the classic wire 360 controller this one is working fine.

    claude

    I do use a wireless 360 controller and it works fine. You said you connected it through the play and charge kit. This will charge your controller, but you need to have the wireless windows adapter for it to actually work as a controller. The play & charge kit doesn't provide actual controller functionality on windows.

    And if I'm not mistaken Firefox doesn't even support gamepads yet.

  • Ooh.. Looks really interesting.

    BTW the help link pixelrebirth.net/plugins don't work.

    Forbidden

    You don't have permission to access /plugins/ on this server.

    Thanks for mentioning! The link should work now.

  • Arrays are your friend indeed. They will make your life easier in almost any kind of game project (surely not exclusively sandbox games :).

    Also generally useful in terrain generation are noise functions. Coincidentally I just released a noise plugin (perlin and simplex), maybe you should have a look: noisejs plugin

  • noisejs 1.1

    This is a simple adaptation of the noisejs lib created by Joseph Gentle based on code by Stefan Gustavson.

    With this plugin you can easily use 2d and 3d perlin or simplex noise in Construct 2. Set the seed with an action and retrieve values from -1 to 1 through expressions.

    Update 1.1 (11.03.2014)

    • Added action to randomize seed
    • Added property to set default seed
    • Added expression to get seed
    • Fixed problems with the minifier and other minor stuff

    Download the plugin.

    Download a simple example.

    Should be useful for procedural generation and whatever you can think of.

  • you mentioned that the games have to run on both desktop and mobile devices, but how do they decide if a game can run on mobile devices? There a lot of mobile devices with different hardware specs. Some devices will run a game smoothly and others will lag and might not even run the game at all.

    Usually publishers have a QA department and will validate the game before finally paying the developer. They will likely test your game on the latest (or close) generation iPhone, iPad and Google Nexus.

    Of course there is no way you as a single developer can verify your game will work without any issues on every available device. Even a bigger company would struggle to achieve this 100% I imagine.

    Also I believe you can ignore performance problems with outdated devices. Noone will expect your HTML5 game to run great on some older Android Gingerbread smart device.

    Remember to support different aspect ratios and resolutions with your game. It's one of the most crucial things for mobile development. In many cases this can be achieved with the proper fullscreen option in Construct, if your game is properly designed at the same time.

    Still you obviously should have access to at least one Android or iOS device, ideally running the latest available version. Test your game there and you should be good.

    I use a Google Nexus 7 (1st generation) for my mobile testing. Had a few concerns from the QA before, but it's mostly stuff you can easily adjust. I admit it can get tricky (in my case) if the problem is solely iOS related, since I do not have access to such a device.

  • dhondon

    Nice idea! Thank you.

    PixelRebirth

    I didn't get you. Does not layout properties allow us to select at most one event sheet at a time?

    Sorry about that then! From your original post I got the idea you weren't aware that you could indeed specify the event sheet for each layout, when in fact you were asking about having multiple sheets. Ignore what I wrote. <img src="smileys/smiley2.gif" border="0" align="middle" />