striimix's Forum Posts

  • KnightStudio

    sometimes there might be things that look correct but the way C2 interprets it might be different - I've worked on a daily basis on game projects for about a year and a half with C2 and still continue to encounter and learn new things every now and than.

    Having game logic separated across several event sheets has not been a problem to me, so I doubt that would be the problem... are you triggering the shake effect with some camera zones..if those are overlapping / if there's a situation of having some duplicate events there might happen some camera stagger... I recently had a similar issue which I managed to solve by founding there was a left-over code from older camera system in one event sheet that was included.

  • You should provide an example capx - there could be many different reasons, but if you suppose it is the scroll to behavior, why don't you try disabling the scroll to behavior to see if the problem goes away... in case it does so, then there might be some logic problem etc. in the code for example.

  • Thanks R0J0hound - that was exactly what I was looking for! Works like a charm now =)

  • Thanks for the suggestion. For my needs it would be important to simply get the tiles loaded on different layouts from the json created by C2 rather than TMX created on Tiled, so that the levels could be expaned with objects etc. The reason why levels are created with C2 made level editor instead of the editor view of Construct2 is because I wanted to have an easy to use editor to create the overall levels and be able to test the gameplay on runtime right away. However, leaving levels as plain as that would make them a bit boring and repetitive in the long run - coding object placements and such on the other hand would make the level editor bloated and not so easy to use.

    Ashley is there any chance of getting possibility of exporting tilemaps in the TMX format in runtime from C2 or alternatively loading tilesheet from JSON already in the editor view of Construct 2 (currently we can only do that during runtime, which works perfectly but sadly the editor does not remember the loaded tilemap in the editor view after testing)

  • You can put json into array.

    action > array > (JSON) Download > input string.

    Then you can interpreter the array how you want.

    Thanks for your response, but my problem/question is how do you get the tiles to display inside the Construct 2 editor?

    I already have loading and saving working perfectly during runtime. What I would like to see, is to load the tiles into the tilemap object already in the editor view of Construct 2 (and not from TMX file but from a json (for example, Tilemap.AsJSON string generated in C2).

  • Hi all!

    I've been working on a level editor, which can save & load levels in runtime in json format. However, today I realized that one can only load tilemap from TMX files in the C2 editor view.

    Is there a way to load C2 generated JSON string to populate a tilemap object already in the editor view?

    Alternatively, is there a way to export (save) the tilemap as TMX JSON format during runtime in C2 (so that it would be later possible to open in the editor view)?

  • It's possible - you can export the game using Intel XDK and have Google Play services included in the build settings.

  • > Updating some of the animations in

    >

    >

    Cool, looks a lot like Flashback

    Second that!!! Flashback nostalgia in the air. Really good job!

  • How can I handle collisions between fast moving objects, like the Bullet yes/no in the official physics behavior?

    Giganten Use Chipmunks physics on the bullet object (there's no need for you to use bullet behaviour I think, the chipmunk should suffice).

  • matrixreal I guess it does not work with Ejecta. This was posted few pages earlier:

    afpt unfortunately this doesn't work with Ejecta, due to the absence of a DOM.

    I've tried to make it work with intel xdk builds but with varying success - it seems the C2 community is not that actively developing mobile applications as there's only little talk about analytics.

  • I think we as game designers always should pursue for mimicking the reality in most resource-efficient / minimal way... version 6.1.1 of Chipmunk is good enough for many applications... for example, it was used on inBits (and we got very realistic physics in the game) - you can check it out if you live in Brazil, Finland, UK and soon in Japan (we will soft launch the game in Tokyo Game Show).

    R0jo got his hands full already, so I for one think he should only continue supporting this version and other works of his. He's done a wonderful job with it =)

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  • Hey guys. I just released the very first Quantum Shake game:

    inBits:

    https://play.google.com/store/apps/deta ... tsdismount

    Whole-hearted thanks to the community of Scirra. This game has been a blast to create, and I believe we have created something special here. I hope it motivates more people to support this engine, and realize it is capable of much more than people give credit for.

    All feedback much appreciated, and I hope you can enjoy the game (on a sidenote, it's only in soft launch in select markets - global launch will be only a bit later on).

  • HTC has some strange framework in their devices - it's a common issue that many game developers face ( worse performance on HTC than Samsung for example). I have exact same issue on my game inBits - the game runs really smooth when testing over wifi, but the build one seems to be smooth but in slow-mo. I think you just have to live with it... HTC isn't going too strong nowadays anyway, so luckily it's a minority in the android device pool

  • jazzi12 I've been having the same problem with the officlal IAP of Scirra... it's keeping me from publishing the game right now, and I've tried a dozen of different builds these past few days experimenting different orders of loading and such... did you solve this or were you forced to use 3rd party plugin?

  • Problem Description

    While building Android app today with Intel XDK, I noticed the following:

    'CanvasRenderingContext2D.webkitImageSmoothingEnabled' is deprecated.

    Please use 'CanvasRenderingContext2D.imageSmoothingEnabled' instead.

    Steps to Reproduce Bug

    • Create any kind of C2 app, and debug it on your device using Intel XDK and latest v14 of Crosswalk

    Observed Result

    Warning about using deprecated call when using intel xdk with Crosswalk14

    Expected Result

    not to get any warnings related to C2runtime while debugging.

    Affected Browsers

    • Chrome: (YES)

    Operating System and Service Pack

    Win7

    Construct 2 Version ID

    latest stable r212.2

    capx: http://www.filedropper.com/cw14rendering