RafaelMatos's Forum Posts

  • Congratulations! Another C2 game on steam =]. Good luck!

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  • Nice. if you are looking for a super retro look then it's great. Also are you creating a site with construct for the sake of fun? Because I have my doubts about the ideia since with services like wix or wordpress can give you tools like google analytics and other things that improve the site's rank when people use google search.

    Anyway, good luck! =]

    edit: Which host service do you use?

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  • Sorry but I couldn't follow your events without expending too much time on it. Too much event sheet for just 200 events man. Use groups and sub-groups and just separate by event sheets when it's actually needed. It's way better in my opinion.

    Also you aren't using the parameter in your action and the math is MaxBarWidth * yourpoints/yourMaxpoints.

  • DarkDemon

    Here is an example. I get rid of lot's of things like walls and other stuffs because I was using it in another project.

    You can start from here and then add walls which is basically checking the edges. You can use the array I was using to see where is ground and where is not ( value 0) so you know where is the edge. And make sure to enlarge the passages enough so your walls don't block it.

    https://www.dropbox.com/s/388lo3tgqa4fw ... .capx?dl=0

  • > in this small tutorial game that I made, all the solids is one tilemap (just one object), then I "cover" it with another tilemap. so, with 2 objects, I get all the static solids of the game. you can download the source code of the game and see how I made it. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    >

    > https://www.scirra.com/arcade/tutorial- ... game-10855

    >

    Not bad! I like the music and visual style. What happens if you want to remove a brick? Can you edit the tilemap during runtime? When the brick shows cracks are you just spawning a sprite on top of the tilemap?

    Yes, you can destroy it. You need to do a few things before anything:

    1- Solid tilemap and the respective Tilemap with all the graphics must have the same size.

    2- The same for the array. (e.g an array with 50 width and 20 height correspond to a tilemap of 1600 by 640 if tiles measure 32px (50*32 = 1600 and 32*20 = 640)

    3- once done it all your map will be manageable because you now can use your array since every cell of the array correspond to a tile on the screen.

    4-If you want to destroy some foliage on the map with your bullet... on destroy get the bullet's position, convert the x and y coordinate into tiles and now you know which tile to destroy.

    Let me know if an example in capx is needed.

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  • I'm having a hard time with performance issues (40% of CPU or more) when handling AI's of 40+ enemies. While I'm looking for everything I could improve on my events, I'd like to know from someone that have already done something in this scale what's the best movement behavior to manage several enemies? Is there even any difference between all behaviors regarding to performance? If so would a low level movement behavior consume less cpu? Btw, it's a platform.

    Thanks!

  • On C2 there is a template which does what you want just search for auto-runner template.

  • gillenew

    Superb! Really beautiful and it has a different style which is awesome.

  • I read the manual but I didn't understand. Once I export should I copy all the files from windows folder to OS X folder?

  • > but some characters is not loading, like ç , ~ and so on which is non english characters...

    >

    try to save your text file with UTF-8 Encoding

    Thank you.

  • Kyatric

    Well, I'm using FileChooser Object. It works but some characters is not loading, like ç , ~ and so on which is non english characters. How can I solve this?