Volbyte's Forum Posts

  • I'm sure you guys are familiar with games that have a huge amount of collectable cards/characters/monsters, games like pokemon, hearthstone, puzzle and dragons etc.

    How should I go about storing several cards/characters in Construct 2? I was planning on just having one sprite and giving it hundreds of animations or frames (1 per character) which would make it easy to call the right cards from an array but then again I feel like dealing with that one sprite would be extremely heavy on performance.

    Many (mobile) games with collectables seem to not store all the characters in the game file but load the sprites when needed from a server. I believe this is possible with AJAX object in C2, right? I don't have any experiance with that though.

    Mobile support/performance can be bad on older devices, but I wouldn't really blame Scirra for that. AFAIK it's just that some parties were slow to properly start supporting HTML5/WebGL. On my Galaxy Note2, that's nearly 3 years old now, I can run my mobile game at 58-60 FPS. And that's with WebGL effects and particle effects.

    Like said above, every competing engine also has their own limitations (and some of these engines cost a lot more). There's always the option to program your own engine, but that's something most indies don't have the skills or time for.

  • Hey guys,

    I used to be able to preview my game on my phone just fine, but a couple months ago it suddenly stopped working and haven't been able to get it working since.

    Here's the rule for my Norton firewall, that used to work:

    Mobile Preview Rule - ALLOW, Inbound/Outbound, Local Subnetwork, Protocol: TCP, Port: 50000-50100

    I can get it to preview on my computer without error messages, but if I try to access it on my phone (Android 4.4, Chrome) it claims that the website could not be found. I've tried different ports and browsers.

    Getting kinda tired of making builds in Intel XDK just to test performance

  • This thread. I'm going to report it as spam. There's supposed to be games in this section. And there is no game!

    Would be cool if PewDiePie doesn't play this and you get no massive amounts of interwebs fame for this. Since there is no game.

  • Crosswalk 14 Shared Mode

    https://crosswalk-project.org/blog/crosswalk-shared-mode.html

    Tiny size and autoupdate from the store.

    Woohoo. This is exactly what I've been looking for. My 2mb game is somehow taking over 50mb on my phone and it's driving me nuts.

  • Still not sure why you'd use clones..

    using an animationframe for this would work fine looking at your events..

    Been thinking of this but I have a simple animation for the mouth of the robot (made with image points). Not sure how well it could be done lag-free with events.

    are you destroying all other family-members or could there still be present so the pinning is done to the wrong one?

    It has no function in Game layout because the robot is only generated once and there's no parts by default to destroy. That event is there just so I can use the same sheet for a preview in a Garage/Store layout (where you customize the robot).

    what is the difference between char and player?

    Char is simply a family that has 'Player' and 'Puppet' objects in them. Both are invisible objects that each part of the robot is pinned to with the difference that Player is in the Game layout, using Bullet behavior and Puppet is in the Store layout using Sine behavior.

    Why are there 2 on start of layout events, wouldn't calling a function for the events in playerbuild be more suitable?

    For some reason when they're all under the same event, it fails to run the actions after the function.

    I have far more experiance in game graphics, so I'm not all familiar with best practices in programming or C2 still.

  • not sure why you'd use a clone instead of another instance, but are all events the same on both clones, are all behaviours and settings for them the same, are they at exactly the same place when the pinning occurs?

    If these questions don't help, adding a capx to review would be the only option..

    I'm trying to make a new type of body (different img file) for the robot. I used an untouched clone in my example just to show that the problem is not in the different image file.

    All events are the same, everything looks same in debugger and settings. Both objects are spawned at player.x, player.y (char.x, char.y) at the start of the layout. Only difference is the name (Body2 and Body3) and the variable to detect which body is chosen (2 and 3).

    Kind of hesistant to post a capx to my game that I've been working for half a year now. If I really can't get this fixed, I'll post a capx that only includes the layouts/objects/events involved with this bug. For now, here's a screenshot of my events:

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  • I'm having a very odd problem with my project.

    My game allows the player to customize the character (robot) with owned items/parts.

    What I did was I cloned 'Body2' to make 'Body3' (a lot of work to adjust everything from the start), but even if I don't replace the graphics, the pin behavior is not working right:

    As soon as I change the direction of the robot (that has the cloned body), it goes off place.

    I tried to debug this and double-checked everything. The clone is in all same families, has identical properties and events referring to it. I have the pin behavior in the object family, maybe that's the root of my problems?

  • I'm struggling with this too... Shouldn't Construct 2 be listed under the game engines? I swear it was there last time I made a build for my game. Did they drop support for Construct 2 or what?

    I couldn't get my game work through Basic Canvas option :/

  • (Hope this is a right section)

    I'm having bit of a dilemma with my first serious mobile game project. You play as a robot consisting of body, eyes, mouth and misc. "equip". Players will be able to customize each part, including the color.

    However, to color each different part, I need to use WebGL (AdjustHSL effect).

    My question here is, is it still a business suicide to rely on WebGL for mobile? Does it kill performance? Any numbers on how many devices support WebGL in 2015? Do you guys think it will get better?

    P.S.

    If you know how to recolor sprites without WebGL, I'm glad to hear about it. But please, don't tell me to make separate sprites in all 10 different colors.

  • You're setting the webstorage value to the string "Score" instead of the variable Score.

    Thank you! Finally got it working like wanted.

    Was about to lose my mind here, I tried like 3 different ways to do the same thing but of course in the end it was something small like that.

  • Make Score>HighScore a sub event of On start of layout

    No difference

  • I'm trying to get local highscore work on my game but I have a few problems:

    - 'Score' is saved to 'Highscore' but for some reason the condition "Score>Highscore" is ignored, so now the HS resets to the score of the last game, even if it was lower than the previous score.

    - I have several different stages in my game and would like each stage to have their own highscore. What would be the best way to get this work?

    - When I close the "session" (browser window), highscore has reseted to 0. Is this just because it's in preview mode or do I need something else than local storage to get scores saved into more permanent memory?

    I have my Game Over screen on a different layout and reset the scores there. Here a screenshot of my events:

    Game Event Sheet

    Game Over Event Sheet

  • Been using Construct 2 for well over a month now, even made a few posts but introducing myself got a bit delayed cause I didn't find this thread at first. Better late than never I guess:

    I'm Valtteri (Finnish equivalent for "Walter") and been playing games since I got some from cereal boxes in the 90s and then spent too many hours playing Pokemon Yellow on GameBoy. As long as I've been playing games, I've also been drawing. I studied in an upper secondary school of visual arts for 3 years (similar to a college prep HS in the states, that's what wikipedia says anyway ). My first school year also happened to be the anniversary of the school and I attended 2 speeches by ex-students working in the game industry. Around the same year, Finnish mobile game Angry Birds went rival and I heard about a game called Minecraft people were addicted to. It blew my mind when I read that Minecraft was developed by a single Swedish-Finnish dude and realized that he had just become an online celebrity and a millionaire in a matter of months. I knew I wanted to become a game artist.

    Graduated from the school last year, had a gap year and now I'm 20, studying game design in a private academy for one year. Still, I had not made any games, because I didn't know how to code. One October night, I googled something like "making games without knowing how to code" and ended up at Scirra.com. Downloaded Construct 2 the next day and I knew I had the piece I had been missing from making my dream come true. Next week in the academy, we were told to come up with a simple concept for a game. I made a prototype of that game idea the next morning, in just 2 hours using construct 2.

    I've been working on that same game idea and it has escalated to the point where I'm thinking of publishing the game for mobile sometime next year.

  • Gotta agree with Sandybee, looks more than a little inspired by Limbo (atmosphere, character design, background).

    Big studios make games that look very similar to eachother, but they have a big marketing budget to back it up. Most of us don't, that's why you want to appeal to those people too much in a hurry to even read your description. If I were you I would add more personal touch in the visuals, cause sometimes the first impression is the one that matters, especially when crowdfunding games.

    Just some friendly advice I've seen being repeated by other indie game developers.

    Good luck with your game ~