SullyTheStrange's Forum Posts

  • It looks like the problem here is that Sprite's "Default Controls" under its Platform behavior is still set to "Yes". If you set it to "No", it works 100% of the time, for me anyway. I'm not sure why it would work only sometimes with it still set to "Yes", so it might still be a bug.

  • That's the question. Is there any problem with running more than one at once, or should you nest them so that one is called as the previous one is completed?

  • Very nice, lots of fun to play! Can't wait to see where you go with it. I love the art and music too, did you make all of it?

  • Yeah, you'd need AJAX to do this, but it certainly is possible. If you need to learn how to use it with Construct 2, this tutorial is a great place to start:

    scirra.com/tutorials/61/ajax-example-with-construct-2

    And of course, we're here if you have any questions after that.

  • From my knowledge, you need to pay a $99 fee to be able to sell it on any iOS device. I don't know 100% if that's true, but I wouldn't get your hopes up.

  • Very fun game chris! Only thing I'd like to point out is that the pieces of fruit that you already cut can interfere with new fruit coming up, but that might not be a problem depending on how slowly you launch them in the final version.

    It was fun to mash F as fast as possible and completely destroy the framerate with dozens of fruit. I managed to get it down to 12 FPS. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Welcome! Best of luck to you in your game making journey! Don't hesitate for even a second to ask any question you might have, there's a very helpful community here. We don't bite. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I'll save Ashley the trouble and redirect you to this topic.

  • Um... probably because I wasn't aware of such a thing. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Wow, it was right there in front of my face. Chalk another one up for poor reading skills.

  • Hmm... I DO have actions for those keys, though. I'll try throwing in addition blank ones and see if it helps anyway. Thanks for the response!

  • Unless I'm missing something, there's currently no way to do this. Basically, it would be the same as the current Export button except it doesn't do anything with the images; with a big project, compressing images easily takes up a majority of the time it takes to export. When you have to re-export because of some tiny mistake or minor addition (which I have to do A LOT because of AJAX), it gets pretty annoying.

    In short, this would be really convenient and I don't think it would take much work to add it in. Pwease? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • (In Firefox, at least)

    Isn't that kind of a huge problem with playing games in a browser? It won't stop scrolling down while I'm playing, which is... bad. Any solution for this?

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  • Yeahhh, I'll try to avoid the heavy math. <img src="smileys/smiley1.gif" border="0" align="middle" /> Thanks for the tips Ashley.

  • Bump. I just started implementing the jump-thru attribute into my project and weird stuff was happening... Turns out this is why. <img src="smileys/smiley5.gif" border="0" align="middle" /> Hoping for a quick fix soon, I kinda have to have this game (demo) ready by Tuesday...

  • Well, to be more specific in my idea... It's a throwing weapon for the player, where you press space and the character automatically throws it at the nearest enemy (in an arc of course). It would have to ALWAYS hit point B, provided the path is clear, so gravity isn't quite what I'm looking for. Do you know what I mean?