slegler's Forum Posts

  • This is just graphics only correct? Not the Construct2 logic for the game?

  • Thanks! I've already updated it to v2 to include the WIndows 8 Roaming Storage and also the Windows 8 Share Charm. Pretty basic game but it was nice to have a small project to go through the process.

  • Check this out. I've been in discussions with him. Some of the sizes are obsolete and there are new sizes available from the Microsoft PubCenter. But, this should get you started... Just cross reference the available sizes.

    http://ryanjoy.com/2013/05/introducing- ... nstruct-2/

  • I reread the platform tutorial... it answers my questions.

    https://www.scirra.com/tutorials/253/ho ... e-1#tuttop

  • I read the Tutorial on multi-screen sizes and have opted to use the 1280 x 720 for my game/layout. For my next game, I was thinking about creating a multi-room concept. Would it be better to:

    1) Create 1 big board (i.e. 12,800 pixels by 3,600 pixels for the project) and somehow create a 1,280x720 screen/layout? Then, as my character moves, the layout is centered on this? Thinking it would be 10X wide and 5X tall

    or

    2) Create 50 layouts... so, as I move from 1 layout to the next it would load that particular layout/scene? I'm assuming I could still use 1 event sheet and as my character moves to the edge of the screen (i.e. as he goes off the right of the screen) it will load the corresponding layout.

    I was thinking about creating the "board" in Photoshop and could keep it as 1 large file or slice that file into the 50 sections/rooms/layouts.

    Thanks!

  • Thanks for the reply. Truly appreciate the both of you taking the time to look at it. I will be doing a trip pretty soon... so, I'll look at making those changes while I'm stuck in a hotel.

  • I'm super happy that you've taken time to provide the feedback. Thanks. Yeah, I don't like the scoreboard either... I think that was creative fatigue as I wanted to finish it up and submit it. I'll rethink it. Curious to get your thoughts on the Start button... wondering what I could do there. I did have the clock speed up once you get past level 4... but, after a few modifications it doesn't look like it is taking. I'll go back and see why that is (I too think it is slow as you wait for it to repeat the same thing over and over again... I wanted it to be fast w/ the last one being slow since it was the new addition).

    Thanks for taking the time... truly appreciate it.

  • Just published v2 of my Windows 8 game. V2 takes advantage of the Windows 8 Plug-in for Roaming Data as well as the Share Charm. If you have a Windows 8 device, would appreciate it if you would download and provide any feedback. Love the Scirra toolset to create games!!!

    Simple Simon Said - for Windows 8 devices

    http://t.co/H3CPNWyopN

    Thanks.

    Stephen

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  • I guess I should say nevermind. I went through the trouble to gut out the Metro Plug In and put back in the Windows 8 Plug in. It works again. I'll just create a manual way to clear the roaming data...

  • I exported my project and went through all of the steps to get it submitted to Win8 store. SUCCESS.

    But, now I'm working on a few additional things for it (i.e. switching from Local Storage to Roaming Storage).

    I also switched out the Windows 8 Plug-in to the Metro Plug In.

    http://c2metro.wordpress.com/manual/

    That seemed to have more capabilities (i.e. option for Preferences in Settings Charm to reset Roaming Data).

    Since I swapped out the Win8 Plug-in to Metro and do all of my steps to export and then when I try to run the program, every time I try and access anything under settings (i.e. About, Privacy, etc.), it doesn't show and I rec' the following error:

    SettingsFlyout.width may be altered or unavailable in future versions. Instead, style the CSS width property on elements with the .win-settingsflyout class.

    I'm not sure if it is because of the plug-in or maybe something else that I may have done. Before I go through all of the steps to swap out Metro back to the Win 8 plug-in to see if that is the root cause, I thought I would see if you guys have any ideas.

    Thanks.

  • I created my first Windows 8 game using Construct 2. It's a Simon Says game. You can view it in the Windows 8 Store at: http://apps.microsoft.com/webpdp/app/73 ... 1981719bdf

    I'm already looking at v2 to include Roaming Stats, possible Leader board tracking using Azure Mobile Services, and using the In App Purchase to remove the in-game ads.

    I created this in 1 week... right after I published my very first Windows Phone Game - Factory Frenzy. You can view that in the Windows Phone Store at: http://www.windowsphone.com/en-us/store ... 7afbe6c9c1

    Thanks for everyone's support with a few questions I posted in the Forums. I truly appreciate it. I know these 2 games aren't overly exciting, but I wanted something simple to create that could help me with all of the kinks/gotchas as you develop a game, export it to Visual Studio, take advantage of the extras (in-game advertising, etc.) and getting them published to the Windows Stores.

  • Tried that. But, here is the update. Press btnPlay first time adds a color (i.e. Red), appends the CurValue to the Text, and plays the Red light/sound. Press btnPlay second time adds color (i.e. Green) to the array, appends Red Red to the already Red to the Text, and plays the Red light/sound once.

    I'm feeling pretty stupid here.

  • I've tried the Array_Color "foreach element" as well... but, it only plays the last sound... I'm thinking it might be so fast and just ends on that last color/sound. The Choose() function just builds the array w/ a random color... which does work (screen pic of my Array).

    [attachment=1:3949f8p0][/attachment:3949f8p0]

    Here is my logic using the Array "for each element"

    [attachment=0:3949f8p0][/attachment:3949f8p0]

    Thanks for your help. Seriously. I must be missing something simple here but just can't figure it out.

  • Thx for reply. I might be missing where to put it... I've added more of my "logic" (which might be the wrong way to do it). My thinking is that when I hit the Play Button (for my testing purposes), it will "build array" meaning add 1 to the CurrentLevel, add the color to the array stack... then, I want all of the lights/sounds to play (i.e. if there are 10 items, it will loop through all 10).

  • I read Ashley's comment in this post that helped w/ 1 issue () but having a similar / separate issue.

    I build an array that corresponds to each level... the level shows a light and plays a sound. I've tried several ways to make this work, but I'm missing something (I think prob very similar to the issue mentioned in the post listed above).

    Here is my example of what happens (and pic of my most recent logic).

    Level 1 adds the color Red. Level 2 adds Purple. Level 3 adds White. So, my array is pretty simple:

    0 Red

    1 Purple

    2 White

    But, when I "play" the array (the lights/sound), I'm only getting the last entry. What happens is that my "Play" function will play Red for level 1. For level 2 it will play Purple, Purple. For level 3 it will play White, White, White.

    What I want to happen is: Level 1 will play Red. Level 2 will play Red, Purple. Level 3 will play Red, Purple, White... and so on.

    I've tried the various .CurValue, .CurX, loopindex, etc. It feels like the same issue that Ashley talked about... just not sure how to get past it. Any help is greatly appreciated.

    Thanks.

    Stephen