Ragevortex's Forum Posts

  • Well in my case I do have to say that performance took a tiny hit on my mobile game however since I kept on wailing at the issues and put in the effort I managed to get a rather fast paced game working at the intended frame-rate now some other issues may appear but it's up to me as the developer to take them down not C2. I find that C2 is a great tool for programmers and non programmers alike It speeds up results which in the end is what the managerial types are really looking for and gives a boost to morale to everyone working on the title to see it actually working. There's plenty of plugins, wrappers and crafty ideas in the community that will help you get the product done from start to finish.

    I recommend C2 now that I managed to get my Freefall Bird (for android ) out in the open and next games are going to be even more awesome because I learned a lot in the process.

  • Here I'll post some screenshots from the game as it's already out.

    I hope it gets downloaded a lot so I can work on the next steps.

    Next Steps:

    • iOS version
    • Store Items
    • More Stages

    Intro Splash Screen (animated in game)

    [attachment=2:206xkop8][/attachment:206xkop8]

    Sand Stage

    [attachment=1:206xkop8][/attachment:206xkop8]

    Promotional Icon

    [attachment=0:206xkop8][/attachment:206xkop8]

    I'm also interested in eventually adding a version of the game for other markets.

  • Hi vancouver tanks for the reply.

    Well maybe if i hack and slash some php forms together and use that as form data to send but that's hardly what I want. If you can send an image with wassap/google/facebook/twitter etc... i see no reason we can't do it similareley ... albeit they do use their own solutions to do it ... I wouldn't wan to Twit the images and text as we will have little control of what comes out publicly if we do that... Still in the think tank for now.

    rexrainbow I'm interested in knowing if you have a tool that can be used in cases like this since you have a much more complete understanding of C2 than I do.

  • Hi there ... any luck on this yet? I'm trying out different settings for it on my Galaxy S3 ... no luck so far tho. I mustve made a typo somewhere as always.

  • I'm making an app with c2 and I need to send the UserMedia.SnapshotURL content image that I capture using the camera trough email to a pre-defined email. Ideally I'd like to also be able to upload(choose) a picture already in the device to send ... this has prooven tricky as well.

    I managed to take the snapshot using the camera, display it on screen on a sprite....

    I also found a way described in one of the tutorials to download the picture as a png (or jpg) to the device which is also good...

    I havn't been able to:

    directly send the image as attachment to an email.

    I'm using the user input plugin and the browser plugin.

    Any help on this matter is greatly appreciated.

  • As of today in a few hours the game I was developing will be fully live in Google Play.

    At the moment it's only for android however it will soon be available for iOS.

    I thank to the community for all the help this project has been a blast.

    I added a Facebook page too.

    The game at Google Play Store

    the Facebook page

    The game is free(ad supported).

    Also a big thanks goes to ArcadEd for his guidance and Ashley for his awesomeness.

  • ArcadEd so... if I download this zipped version from the git hub it "should" have all the neat changes that I had working on my last version of it right?...(I'm asking because last time I did I had to go and re-do all the changes they had previously posted)

    It still (I'm guessing) will probably give me trouble with he 169 version since it was bundled with the old version with the plugin right? (no pun intended Ashley just pointing out that the update doesn't include the latest version of the plugin)

    • also this brings me to a question... is it going to be included still or should we move off it...? at the moment I'm certain I'm not the only one who's not gonna be able to make that change easily. (at least for my current project)

    Thank you guys again for all the help and guidance in this process.

  • [update] after fiddling with it a while and backtracking to 168 the culprit is apparently the cocoon js plugin version I have.

    I literally had to go back and re-paste the whole thing for it to work again on the 168.

  • Problem Description

    I just oppened my previously working game after updating to new beta version 169 ...

    this is the ressulting error screen:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Action ID does not appear to exist in related plugin

    Condition: plugin->HasActionID(act_id)

    File: Projects\EventAction.cpp

    Line: 43

    Function: __cdecl EventAction::EventAction(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> >,class std::allocator<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> > > > &&,unsigned __int64)

    Build: release 169 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    I usually don't bother with reports as someone always gets them before me however... I've not see nthisone before.

    The game in question uses the following:

    browser plugin

    ludei's plugin (cocoon js)

    keyboard, touch...

    I have really no idea what causes this.

    I hope the screen info helps even a little.

    I tried returnign to 168 to no avail it gives me the same error even on the backup file... .

  • Hmm.. ill give it a try and let you know what ressults I get. Thanx for the siggestions.

  • thanks for the suggestion, however ... That's the thing if you see the example above that's exactly how it's working(and it is working until it gets that weird hiccup) the shield destroys the obstacle before it hits the player unfortunately either it's lagging on occasion or not fairing correctly....I'm making a stripped down(cleaner) version to see if I can Isolate the problem.

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  • Actually I have something similar setup ... and its working fine it removes charges from the shield and all... for some reason on "random" ocasions its just killing the player regardless...

    Here's a sample of what I have in terms of block collision.

  • I have a game almost finished but I'm having an issue with the shield in the game.

    The game is a perpetual flyer game in which I create obstacles and power ups at one side of the screen and you have to dodge them.

    For the most part it just works well however there's rare-although-increasingly-repetitive occasion in which the

    player who is shielded will die on collision with a block.

    However this should not be "possible" as the shield collision box is much larger than the player.

    I'm assuming it has to do with speed matching and rendering but I'd like to see some alternatives.

    Things to note:

    • player has platform behavior for movement and "flying" (which is actually falling)
    • shield is pinned to the player when created.
    • game is rather fast paced
    • this is happening on both mobile and browser so I know its not just a mobile problem

    basic things I cannot do at the moment :

    • I cannot remove collisions because they are needed for game progression... long story.

    Any ideas are welcome. I'll try and see if I can make a capx but it requires me to strip the game down to basics (it's a company game so I can't just post the game)

  • Just out of curiosity what parameters are you trying to apply to the new objects? I'm using some thing similar for my "auto-scrolling" game in which I'm creating a bunch of objects(of the same type) applying an animation frame randomly and dealing with the results properly in the game logic.

  • I did some sort of knock-back for my ChocolateHearts game. what I did is I moved the enemy or the player a few pixels back based on where the hit came from. (player shoots the zombie - zombie gets hit by "blast" and is knocked back a few pixels )

    Here's a screenshot of what I used in my events: