Prominent's Forum Posts

  • Can't know what is happening without seeing the events in the capx. It would be beneficial to provide a capx that shows the problem. Yo'll get a better response if you do.

  • I can see the reasoning behind trying to make a better game to garner the longer playing times- but after a certain point, if development of the game has some publicity, the attention on it gives you a sense of how well received it might be when released. At that point, why not just sell it for a fair price?

    I would rather sell a good game at a fixed price, and then maybe once sales have decreased, make it available on this sort of platform at a later date.

    This sort of strategy makes more sense to me- Develop the game with intentions on selling it at a fair price, and then think about this sort of thing after the game has sold.

    I don't think this system will affect the quality of content available, because if it is easy to add your game, anyone will do it even if the game isn't great.

  • I noticed there is the option to disable the chipmunk behavior on an object.

    I tried doing this to an object that has a joint with another object, and noticed that the other object still is affected by the joint attached to the disabled object.

    Is there a way to disable/enable the joint as well so I don't have to recreate them everytime I want to disable/enable the behavior?

    R0J0hound , maybe an action to disable/enable a joint given its' tagname?

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  • So apparently, every 1 HOUR of play gives you 12 CENTS.. So a person would need to play for 9 hours to earn you $1.08

    But what if a person just plays it for 5 minutes or less?.. You get a penny or less.

    Obviously you won't make much money with this system, unless your game becomes incredibly popular and/or has a ton of replay-ability.

  • hm.. doesn't really seem worth it based on the calculations. but maybe someone more experienced with this sort of thing has a better understanding of it.

  • Construct 2 isn't a programming language. You can't do that sort of thing with it. You'll have to think of an alternative way to store and retrieve your values.

  • Here Macbee ,

    Use the browser plugin and run a javascript event at start of layout with the following code:

    Make sure to replace the 320 and 180 values throughout the code with the desired sizes..

    It will stretch the screen.

    "
    var w,h;
           if(window.innerWidth>window.innerHeight){
                var aspect = 320/180;
                w = Math.round(Math.max(180,180*Math.floor(window.innerHeight/180))*aspect);
                h = Math.max(180,180*Math.floor(window.innerHeight/180));
           }else{
                var aspect = 180/320;
                w = Math.max(320,320*Math.floor(window.innerWidth/320));
                h = Math.round(Math.max(320,320*Math.floor(window.innerWidth/320))*aspect);
           }
           c2canvas.style.width= w+'px';
           c2canvas.style.height= h+'px';
           var c2div = document.getElementById('c2canvasdiv');
           c2div.style.width= w+'px';
           c2div.style.height= h+'px';
           c2div.style.marginLeft= Math.round((window.innerWidth-w)*0.5)+'px';
           c2div.style.marginTop= Math.round((window.innerHeight-h)*0.5)+'px';
    
    if(window.attachEvent) {
        window.attachEvent('onresize', function() {
           var w,h;
           if(window.innerWidth>window.innerHeight){
                var aspect = 320/180;
                w = Math.round(Math.max(180,180*Math.floor(window.innerHeight/180))*aspect);
                h = Math.max(180,180*Math.floor(window.innerHeight/180));
           }else{
                var aspect = 180/320;
                w = Math.max(320,320*Math.floor(window.innerWidth/320));
                h = Math.round(Math.max(320,320*Math.floor(window.innerWidth/320))*aspect);
           }
           c2canvas.style.width= w+'px';
           c2canvas.style.height= h+'px';
           var c2div = document.getElementById('c2canvasdiv');
           c2div.style.width= w+'px';
           c2div.style.height= h+'px';
           c2div.style.marginLeft= Math.round((window.innerWidth-w)*0.5)+'px';
           c2div.style.marginTop= Math.round((window.innerHeight-h)*0.5)+'px';
        });
    }
    else if(window.addEventListener) {
        window.addEventListener('resize', function() {
           var w,h;
           if(window.innerWidth>window.innerHeight){
                var aspect = 320/180;
                w = Math.round(Math.max(180,180*Math.floor(window.innerHeight/180))*aspect);
                h = Math.max(180,180*Math.floor(window.innerHeight/180));
           }else{
                var aspect = 180/320;
                w = Math.max(320,320*Math.floor(window.innerWidth/320));
                h = Math.round(Math.max(320,320*Math.floor(window.innerWidth/320))*aspect);
           }
           c2canvas.style.width= w+'px';
           c2canvas.style.height= h+'px';
           var c2div = document.getElementById('c2canvasdiv');
           c2div.style.width= w+'px';
           c2div.style.height= h+'px';
           c2div.style.marginLeft= Math.round((window.innerWidth-w)*0.5)+'px';
           c2div.style.marginTop= Math.round((window.innerHeight-h)*0.5)+'px';
        }, true);
    }
    else {
        //The browser does not support Javascript event binding
    }
    "
    [/code:jvv3wckq]
  • You could test it yourself..

    One will be set before the other, so if you put something like

    on X pressed

    spawn projectile at layer 1 point 0

    if var2=0 then projectile set instance var1 to 1

    on projectile created

    if var1=0 then projectile set instance var2 to 1

    So whichever event gets run will show you which is set first. You'd use the debugger to check the values.

  • The bullet behavior and the physics behavior don't influence each other as far as I know.

    You'd have to create an event that tests if the sprite has collided with the wall, and set the velocities to 0 accordingly. You may even have to push the sprite back out of the wall. I know the custom movement behavior has events to push out of solid objects.

  • Look into using Families. If you have objects in the same family, you can use events on the family to affect all the objects in that family.

    Also look into for each loop, to loop through all the objects and apply events to all of them.

  • one stupid workaround I use is to load/import a blank tmx map data. But yea, I don't know how to do it any other way, which is annoying.

  • I think you'd have to have some server-side script such as php write to a file. So you don't need mysql, but you'd use something like php. Look into ajax and xmlhttprequest

  • Oh okay. Yeah, the tilemap has editor stuff for placing the tiles, etc.. I might not need that stuff- I'll try to see if I can remove that.

  • excellent! thank you. Somehow I overlooked it in the plugin/behavior list.

  • I don't quite understand. I'm wondering how to duplicate a tilemap plugin. You said that it uses features other than the layout? So I need to figure out how to remove those.