vybr's Forum Posts

  • Loading the .c3p version, and sadly has issues with the preview (Release 58). Seems fine, till you go to swing your weapon.

    Link to screenshot of exact error:

    https://imgur.com/a/HxW7w

    Edit: Narrowed it down to object_player_attack but can't figure out what would be causing this.

    Sorry for the inconvenience, I'm not sure what could be causing this error but I'll look into it.

  • Does this work with the free edition?

    No, the template already exceeds the 100 event limit.

  • I want to USE spritesheets. I don't want construct to generate them and not allow me to handle them in any way.

    I need better ways to WORK WITH my art/graphics so I can develop more efficiently. This is my point here.

    I get you. I was just explaining that the "spritesheeting" feature as they called it in the blog (which will confuse some people) has nothing to do with the creation or editing of sprites in the editor.

    I wanted to be able to create my spritesheets in a paint program and import that sheet, because then I could just edit the sheet in the program more easily to redraw parts if necessary, etc. That way I can just work on one image file instead of have to split it up into different images and import each one.

    You can already do this, no?

  • The spritesheeting feature isn't for animation. It's used to pack sprites together to increase performance at runtime. Other engines refer to it as a texture atlas.

    I honestly think if we did what many are suggesting - and post all the features first and hype it up even more, then make the same announcement - it would have gone down worse. Everyone would have accused us of being deceptive, pulling some kind of bait-and-switch scam. We knew this would be a shock to many people, the only question was when to say it. So we chose to say it first, so you know from the start. I'm not surprised, I get the frustration, but I think this is the most transparent and up-front way of doing it.

    I don't mind that you disclosed the pricing model and the fact that it's a browser based IDE. I think the problem is that that is ALL you told us on the first day. It's not really exciting. Then today you show us screenshots which basically look exactly like C2. If you had shown us something new, like an improved sprite editor, I would feel differently.

    I hope there's something good tomorrow.

  • Add them all up, divide by however many numbers you added up.

  • The mobile update is now live in the Scirra Store!

    Also, there's a 20% off sale running until the 23rd of December.

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  • Hello people! Sorry for the huge silence, I've been quite busy with other things.

    The demo for the mobile update is available on the store page. The update itself will be released on Friday (16th).

    Please try it out and tell me of any problems that arise or suggestions.

    Thanks

  • I'm also waiting for mobile(touch) version to buy this assets. Any news on this?

    I'm working on this right now. I hope to have it completed very soon. I've been quite busy with other projects.

    Here's a preview:

    Just bought this, love it so far. A dialogue system would be great.

    Thank you! I'll consider this for a future update.

  • Hi there,

    i am still interested in using your game.

    are there any responsiveness of your updated template for handhelds?

    greetings

    Björn

    Hi,

    Touch controls aren't supported yet. Once I have figured out a proper control scheme for touch (which shouldn't take long), I'll begin work on the update.

    I will post here once I have started/released it.

  • The only way to truly fix that is to use a cordova plugin (Java and Objective C) that calculates the system uptime. I don't have enough knowledge of cordova to be able to do that.

  • The inventory system update is now live on the Scirra Store! The demo has also been updated, so please do try it out.

    Very cute! This style seems popular lately.

    Perhaps you should create modules to work with this and sell them individually as well as bundled. For instance, procedural levels, inventory, even crafting.

    As for the engine so far, maybe add some dynamic z-sorting for mobs and player? Keep it up!

    Thank you!

    I've added z-sorting in the update (thank you for reminding me).

  • hi there. thank you for quick response.

    for many of my clients play their games on their several handhelds. by purchasing the personal or busines license i am enabled to use the baviour "touch" . will this work with your template or not? This is crucial for my decision to use your template otherwise i shall opt-out.

    thankx

    BjoernJ

    No, touch controls are not in the template as of yet. But I will be working on an update soon.

  • Hi, nice game, thank you! I think it will be perfectly the "framework" for my own game programming.

    pre-sale-question: can i modify the "playing field", which mean e.g. replace the different pavements or create individual pathways? how are they structured/built? do you maybe have a starter tutorial to see how certain details can be changed?

    presently the demo does not work on my tablet, i can see the start menu, but nothing happens then. Need advice.

    thankx! greetings

    BjoernJ

    Thank you!

    Yes, the maps are created using tilemaps. The tileset is included with the template, so you are free to create/edit your own maps with it.

    You can find plenty of tutorials on how to use tilemaps on google. Searching "construct 2 tilemap" brings up quite a few.

    There is a small explanation of how the maps are structured in the README.

    The buttons on the menu use the Mouse behaviour, which as far as I know does not work with touch. Plus, the template doesn't support mobile controls (not yet anyway).

    If you need me to explain anything else, just ask.

  • Do you plan on adding an inventory and maybe some kind of character stats with corresponding sheets?

    It's possible, especially if more people request it.

    I left those features out because I wanted to keep it simple. Plus with player stats, most things (e.g. damage, attack speed) are handled by the weapon.