procrastinator's Forum Posts

  • I'm not sure if I'm reading it wrong or my brain isn't working, but don't they just work out the same?

  • Windwalker, just take note of what Crackpot said - don't be too ambitious. Start small to learn your way around C2. The only reason some things are easier in XNA that C2, is because you know XNA better than C2. Give it a month or so and you'll probably reverse that statement ;)

    Excal, yeah I think I recall that article (I read so many, my mind gets overloaded with information and has seizures). Zynga are only good at taking an existing game (blatant copying) and adding social networking and virtual crap to buy. They tried their hand at their own game on iOS only to fail miserably. They understood social trends, but not something that had to engage the player each session. Experience means nothing if you don't understand your target market.

    hmm I wonder how they're getting on with the EA lawsuit... ;p

  • From what I can see, you're not setting Died to false so that condition will be met for 2 seconds and will keep replaying the animation "Death".

    It should be...

    + Is Died

    • Set animation to Death (play from beginning)
    • Set Died to False
    • Wait 2 seconds
    • Set Respawn to True

    OR another way is to add a "Trigger Once While True" condition to Is Died..

    + Is Died

    + Trigger Once While True

    • Set animation to "Death"
    • Wait 2 seconds
    • Set Respawn to True
  • Physics doesn't like working with other methods of moving an object (the player).

    Haven't got time to check your capx right now, but off the top of my head, just assign Physics behaviour to the player (no platform behaviour). Then you'll need to hardcode events for movement. Easy enough to do.. for instance, to jump with space bar..

    + On Key Pressed (SPACEBAR)

    • Apply Impulse At Angle 270

    (you'll have to play around with force until it feels right for you)

    For moving..

    + On Key Down (LEFT_ARROW)

    • Apply Force At Angle 180

    (Force will be much smaller than impulse because it updates Force every tick, whereas impulse is a one shot deal, hence why it's suitable for jumping)

    and so on.

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  • Next they'll only want entries from the unemployed with proof of benefits ;p

  • I just copied the license file into the C2 folder. Easier to find and copy over when installing new versions.

  • I saw NotionGames mention they had an iOS game (Up Up Ubi), but not sure if it's done in C2 or not.

  • Yeah I miss the distorted sprites we had in CC. They were fun to play around with. I've hinted now and then but to no avail ;p

  • Excal, I think that would really only benefit you if you had 1000s of objects on the layout. Every little bit of optimisation helps with mobile devices though, so even if you had 500 or so objects, it may help. I'm not sure my idea would even make a difference tbh. It was more of a suggestion to try if you had problems when you started on your next game. Obviously, as has been pointed out, you're going to have other issues, like stuttering.

    If I have the time, sure, I'll pitch in when you're ready to see if we can come to some solution if you have performance issues. I've never needed to optimise because I usually only do smaller games on desktop, but that's not to say it wouldn't come in handy when I do create a game with a large layout with a lot of objects to track!

    Sometimes the best optimisations come from rethinking the game design. In your case, adding something like motherships / bases where the enemy won't fly further than some distance away from said mothership / base. JoyfulDreamer's distance suggestion gave me that idea. You can destroy enemies not in the current zone, and because you've limited how far they can travel, you don't need to worry about storing ship coords etc when entering a new zone. So that way you can limit the enemies to different zones, while retaining a huge level, and no need for complicated code ;p

  • c4r70, nps. Hope it works ok. I've even learned about issues using this from the replies here :)

  • I agree, angle at offset would be nice. It would save us making silly errors like what you had with the X and Y coords. Been there, done that... that's why I spotted that straight away hahah

    Yeah the movement is much better in the new version.

  • You may be on the road of disappointment if you chase money. No game is guaranteed to make money. Even if it's the current trend. Remember, there are teams of people out there who notice trends too and can do much better work in a shorter time. Then the market gets saturated before you're even halfway through!

    Just do a game YOU want to play. That way you'll want to keep working on it no matter what. Plus, you'll KNOW if it's fun or not. If it makes money, GREAT! If it doesn't, then at least you'll have something to play ;)

    The great thing about C2 is how fast you can prototype your ideas. What would normally days, could take a few hours in C2.

  • Don't have experience with that sorry. Hopefully someone else with experience can help.

  • Have you tried the Physics Object?

  • Add Browser and Mouse Objects to layout.

    + On Object Clicked (Left, Clicked, QuitButtonObject)

    • Browser -> Close