SirSpunky's Forum Posts

  • Hi! The Personal Edition allows you to make up to $5000 revenue from you C2 games, so it should be enough for most startup purposes. When you start earning more than that you should have no problem affording the Business Edition.

    More info here:

    https://www.scirra.com/store/construct-2

  • I just tried Audio.PlaybackTime in CocoonJS using the CocoonJS launcher and it doesn't appear to work. I print Audio.PlaybackTime to a text string, which is supposed to show the number of seconds the song has played. This works fine on the computer, but in CocoonJS lancher it just shows the total duration of the song instead (minus a fraction of a second).

    I saw an old thread on this as well:

    I guess this is a limitation of CocoonJS rather than Construct 2?

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  • Cool, that's really interesting! I wonder what algorithms they base the "Similar" list on. Could it have been the name, or something else?

    Thanks for sharing. Good luck with the new game!

  • Congrats on your success! It's great to see a C2 game reach a larger audience. That means the engine works well enough.

    Just out of curiosity, did you market your first Flappy game anything?

  • Your game looks amazing!

    Really interesting info on the ports. Thanks for sharing. Hope you manage to find a reasonable solution. Please keep us updated how it goes :)

  • I absolutely adore the art work in this game. I get so inspired just looking at that picture. I'm a sucker for fairy tales and good atmosphere, so this was perfect. I love how this type of graphics keeps a serious tone because it avoids looking too cartoonish.

    The game itself was very stressful (for obvious reasons :), which took a bit focus from the atmosphere. I liked the idea of hidden platforms appearing only in certain circumstances, although I would have preferred to see the game more as an adventure game rather than a platformer. But that might just be because I want to walk around in this beautiful world in my own pace :)

    The link was down but I found the game here: http://sleepysheepy.com/Umbra/

    Thanks for sharing! Keep up the good work.

  • Also, would be nice to be able to skip tutorial with a button click, and unpause the game with spacebar :)

  • Where's the game link?!

  • Great graphics!! Well done.

    I also died at the boss. I didn't understand if I actually hit him or not when i jump-shoot from afar, and a bit confusing that I couldn't use the special weapon while jumping. I think spawning bullets like cornelg7 suggested for both normal and special weapon would make it much more clear.

    I also nearly got stuck when I moved to the wooden crate at the boss, as I started moving really slowly.

    Right now the first level felt like a bit too much crouching. That could be related to the crouch animation being really slow. I think you should try to make crouching instant or near-instant and see how it works out, because I think the controls would feel much more responsive. Same goes with shooting, as there's now a small delay before shooting.

  • Nice graphics and physics!

    I think you should try out some different mechanics for shooting the ball. Right now it's a bit confusing how to aim sometimes.

    One way would be to keep finger pressed while aiming, and that it at the same time shows an arrow pointing from the ball so you know the direction it'll go.

    Or you could try an Angry Bird-type control, where you drag behind the ball to aim and release to shoot. That way you could also control the power of the shot. However, you would have to adjust some levels so you have space to actually drag behind the ball.

    There's also some slight lag on the start screen, and when shooting the ball sometimes, that might need look into.

    Good job so far!

  • Love it!!! Great atmosphere. I managed to finish all levels.

    I think you could improve the gameplay by making it always aim even before you click, so that clicking only focuses on the power. That way you could focus first on aiming, then on power, which would give you more control.

    Another alternative would be to make it Angry Birds-like, so that you "pull" (click and drag on the ball) to aim and shoot, and the further away you pull, the harder you shoot. This would also work with touch.

    Although the graphics were great, it was a bit hard on some levels to know where to go and to identify obstacles and their hitboxes. So it was a bit hard to use the environment to your advantage, which could be something to keep in mind in future level design.

    Other than that, really good job! I think it would make a great mobile game.

  • I agree with you guys that it's a serious issue, but no need to mock Ashley. It does sound like a bug within Node-WebKit.

    If you didn't already, you could also report the bug at Node-WebKit web site or start a thread at their discussion forum. You could send them the compiled apps so they could analyze it. Maybe it's related to certain Mac OS X versions, or maybe you could find certain input types or projects that give no lag that could help them solve the bug.

    The other issues of Node-WebKit, what are those exactly? I'm interested as I'm also developing games for NW.

    I do like TiAm's idea of being able to use previous Node-WebKit versions. It would be a useful feature for released apps.

  • Thanks for the advice. The problem is that I need more flexibility to load multiple files from custom folders, but I think I'll be able to do this using Node-WebKit's ReadFile().

    The problem is that I really need to be able to load the graphics of Tilemaps through events, so I really miss "Load image from URL" for Tilemaps.

    As an alternative, I experimented with generating custom tilemaps of small areas on a canvas using Javascript, and then load the resulting image on large Sprite objects. This would be no problem memory wise as all content is procedurally generated on the fly, but it somehow was much slower than using the built-in Tilemap object. This was partly because I needed to convert the canvas to a data URL before loading it into a Sprite.

  • Hi,

    I don't seem to find the action "Load image from URL" for tilemaps, which exists for both sprites and tiled backgrounds. Is there a reason why it's missing for tilemaps?

    I'm looking into moving most of the graphics of my Node-WebKit game into external files in order to make it easier for me and the players to create custom mods and content. The best solution I've come up with (in theory) is to create a lot of blank sprites and tilesets and then use "Load image from URL" to load the graphics on the fly from external files. Or is there some other way to do this?

  • Wow, I'm really looking forward to this! I think 3D can complement 2D really well. For example, in a top-down 2D space game I'm building, I really want to try adding 3D planets in the background. 3D planets would give me much more possibilities, such as higher surface detail, smoother animations, more flexible lighting and extra layers such as clouds.

    Thanks for sharing this!