TC Danger's Forum Posts

  • Hey guannstar I just now noticed this thread. Sorry I didn't reply sooner!

    Ultimately, it looks like you got all the help you possibly could have asked for haha. I don't think I could add anything that the other lovely people in this thread have posted.

    Cheers.

  • Ah, I see. Thank you for the advice.

    I managed to get it to work.

    DEAR FUTURE READERS: Please contact me if you're having trouble with a project like this! I am no expert but am happy to share my experience. :)

  • I can't help but notice that there's no mention of the need to URLEncode user-entered data in the tutorial (https://www.scirra.com/tutorials/4897/sending-an-email-from-construct2/revisions).

    I've been having trouble with POST, so I wonder if that's something I need to be exploring?

  • Thank you, my friend! I'll give this a try tonight.

  • Hey lovely people,

    Some of you cool cats be familiar with the tutorial, "Sending an Email from Construct2" by the insightful sizcoz (https://www.scirra.com/tutorials/4897/sending-an-email-from-construct2/revisions). From what I can tell, this is the most up-to-date way to be able to have users send emails from within a Construct 2 game. I have not worked with such a method before, and I have a few questions I'm hoping you folks can answer.

    Is this method still supported?

    Has anyone successfully used this method recently? For reference, I'm on r265 (64-bit). I'll tag 8tomo8,idris47R, and here since they've left comments on the tutorial page in the past year, and hopefully would like to share their perspective. :)

    What exactly is meant in Step 5?

    This may be a silly question, but how exactly am I supposed to export my file? The directions say;

    "Export the capx to your web host as a html5 project."

    However, if I click File>Export Project>HTMTL5 website I do not believe this generates a capx file. Correct me if I'm wrong, but the only way to generate a capx file is to click File>Save as Single File. But that technically isn't exporting, right?

    Web Host Web space vs webhost (site)

    At the end of the tutorial, under the heading "Try it !!", Sizcoz writes a brief checklist:

    ---

    1) You have downloaded the Capx.

    2) You have changed the URL in Ajax -- Send, to your own URL.

    3) You have written the PHP Script file, and put it on your Web Host Web space.

    4) You have exported your capx to your webhost (site)

    ---

    I'm not sure what the difference is between these two terms. This too, may be an idiot question. A friend of mine runs a server, and has kindly granted me access to a small portion of it for the use of this email tool. Please forgive me if I lack basic knowledge here, as I am still learning the basics of server operations.

    I access the server through FileZilla by plugging in the server address, my username, and my password - then pressing "Quickconnect". This pulls up my "room" in the server, in the bottom-right of the FileZilla window. It is a single-folder directory that I can add files and folders to, and download from. I am not sure if this space is the "web Host Web space" or the "webhost (site)" that the tutorial's author refers to. I don't suppose the answer is obvious to you gracious lads?

    I look forward to your feedback. Have a great week!

  • Got my game published today. Thanks Scirra!

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  • Thanks, eli0s!

    And thank you kossbglobal for your input. I think I may have found a way to counter the errors I'm having. I'm experimenting with only having physics enabled for parts of the "line" when it is overlapping with the ball object. So far I've dropped my CPU usage by a steady 10-15%. I'll see if I can't get it to be more efficient yet.

  • Hey folks, how's it going?

    So I've been working on a little 2D physics-based puzzle game recently, and I've gotten it to work on mobile! Sadly, once I started testing it on my Galaxy S3, I realized how slow and clunky it was. The game works fine on my desktop, but the limited processing power of mobile devices seems to be rendering my game unplayable.

    I've been trying to debug the past couple hours, and the only thing I can come up with is I'm generating too many physics objects. However, I read in Ashley's tutorial that;

    "Note that objects which have come completely to a stop, and are not moving or rotating at all, are "put to sleep" by the simulation. Then, they don't need processing any more. If the object is hit by another one it "wakes up" and starts using processing again. However, if the object is even moving in the slightest, it won't be put to sleep."

    I think that my physics objects are "put to sleep", but I'd like to ask you folks to be sure. Below I've provided a screencap of the game, a link to the capx, and a link to the mobile version of the game.

    Capx:https://dl.dropboxusercontent.com/u/248465061/Legacy%20Ball%20Test/Legacy_Ball_HelpPLS.capx

    Mobile APK: dl.dropboxusercontent.com/u/248 ... debug%20(1).apk

    If you'd like, feel free to take a look at these. Are my physics objects not being "put to sleep" properly, or is there something else in my code that's slowing the game down on mobile?

    If you have any ideas as to what might be causing that big discrepancy, please let me know. And if it involves reworking the game's core mechanic, um, please let me know if you have any ideas as to how else I could code that properly, haha.

    Thanks so much for your time!

  • My friend, you are a lifesaver! Thank you so much!

  • Hey folks, so I'm making a prototype for a little 2D physics based puzzle game. One of the mechanics I have in place is the ability to draw lines in an MS Paint-esque fashion. However, I'm hitting some problems.

    The lines I'm drawing are all ending up pretty ugly. Jagged edges and whatnot. And when I move the mouse too fast, the lines sometimes refrain from connecting entirely.

    I've looked around the forums for a few different ways to fix this, but nothing's helped so far. I tried using the Paster plugin, but admittedly, I am at a complete loss as how to even use that plugin. Any idea how to smooth out those lines and make them look nice?

    Here's the capx. Thanks so much for any suggestions.

    dropbox.com/s/bc559kp709zeqgw/DrawingHalpPls.capx

  • Duly noted, thank you all so much!

  • So I finished my second game recently, and it's done decently well. Product life cycle is about over. However, I was thinking about perhaps sending my game to some YouTubers to see if they might want to play through it for a video. I was looking for information about this topic but couldn't find much here.

    Know any YouTubers who tend to play small, browser-based games who might be interested? Is this even standard practice?

  • "By the way you're terrible at this"

    Edit: got through it

    Very old school fun (difficulty wise), well done!

    Thank you!

    I hate this game. and what I mean is, I Love it! Brilliant work!

    Made it to the credits!

    The humor reminds me of portal.

    Yup! Portal, Stanley Parable, and Thomas Was Alone were my three biggest influences.

  • Very nice! I got up to "Your not making this easy"..

    Congrats, and thank you! That is one of the most difficult levels.

    Canada GDP

    I love this game. My advice, if you are interested in, is to donate money on graphics and target mobile platform. Also I think there is a lack of story. The text which is shown is awesome, but I think that more developed story should be there.

    Definitely, thanks for the input! Depending on the game's initial reception, I may do just that!

    Totally not awful at all! Is there anything beyond the point that says "This level is impossible - you should give up"?

    Ooh, well I'll just say that that level is not in fact impossible.

    Big yellow box is falling on me, i think i finished it.

    Ah, but that's not quite the end. Certainly close to it, though!

    Well designed game. Congratulations. Hope to see MOAR!!

    Thank you, thank you. I'll keep this board posted on my future game developments.

  • scirra.com/arcade/addicting- puzzle-games/17379/tirin

    "Tirin" is a simple platformer full of uninspired and predictable level design. Until you break outside of the game itself and begin a journey through the very internals of the facility you know as "the game".

    This game was made with Construct 2 over a period of seven months, and now that I reflect on how long it took, I kind of want to cry.

    "Tirin" is my second game, and it taught me a great deal in regard to coding, collaboration, game design, and how much I can drink before my programming skill is shot to hell.

    Please leave lots of feedback and link this game to your friends. Unless you think this game is awful, in which case I certainly did not make it, and you should link it to your enemies instead.

    Anyways, here's links to my first game, "Intern", as well as my studio's Facebook and Twitter in case folks are interested in more of my wares.

    Intern: newgrounds.com/portal/view/631174

    FB: facebook.com/canadagdpthings

    Twitter: twitter.com/CanadaGDP