Zed2100's Forum Posts

  • There is no feature such as "export/import as package". What you can do is select an instance of your object in a layout in project A, then copy it in a layout in project B, this will create the object in project B.

    Once all objects are present in project B, you can copy the events from project A to project B without errors.

    A more advanced solution is to create addons for features that you know you will reuse a lot in your projects. That's a bit overkill though

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  • Thanks everyone for your comments here and on the arcade, I appreciate it.

  • >

    > > I can not beat level 47.. Can not climb the jump thru platform after the 2 hills.

    > >

    > >

    > >

    >

    > Thanks for playing, wow you're very close to finishing it.

    >

    > If you are referring to the sand platform at the far right of the level, the trick is to only use it when getting back. Try to jump way over it so you don't touch it, then, step on it when getting back to the left-side of the level.

    >

    > I hope it helps, I'll post a complete walk-through video soon. The last levels are the most difficult, but once you understand how it works, you can defeat them easily.

    >

    It is in the beginning of the level. I climbed once, then I tried other times and did not climb anymore. I have to know the exact time to jump.

    Someone cleared all the 50 levels.

    I will change the behavior of the sand platforms in a future update, I noticed that it is a little frustrating and the final levels rely very much on it. I already increased the time it requires to fade-out, now I will change how the player's collision box interacts with it, for now it is not as precise as I want it to be.

    To beat the first jumps at the beginning, you should do some wall jumps, ie you jump, then get hit by a wall, then go back in the other direction. Keep trying and you'll beat it! You must time your jumps perfectly, especially in the final levels. Thanks for playing!

  • I can not beat level 47.. Can not climb the jump thru platform after the 2 hills.

    Thanks for playing, wow you're very close to finishing it.

    If you are referring to the sand platform at the far right of the level, the trick is to only use it when getting back. Try to jump way over it so you don't touch it, then, step on it when getting back to the left-side of the level.

    I hope it helps, I'll post a complete walk-through video soon. The last levels are the most difficult, but once you understand how it works, you can defeat them easily.

  • Just updated the game to version 1.1, check it out.

    Version 1.1 release notes:

    • 10 new and challenging levels, now there are 50 levels in total
    • New and better level selection screen
    • Better difficulty balancing
    • Platforms no longer behave like solid walls, which makes some jumps less frustrating
    • Rebalanced mechanics to give a better platforming experience
    • Better character animations
    • Minor bugfixes
    • Scirra Arcade leaderboard for number of completed levels
  • Played a little bit and I liked it.

    The transitions to one level to other is very good.

    Thank you for noticing that

    mrnannings thanks

    It's very addictive!

    The controls is simple but the levels are fun.

    Thanks ^^

    Wow man, thx a lot. very helpfull.

    Sure, good luck.

  • Thanks for your response. Good luck with sales!

  • Wow you are a real proffesional, i wanna be like you. I just started, 1 game uploaded only. (hit me)

    Can u tell me any tip?

    Thx.

    Cheers.

    Keep making stuff, I logged more than 2000 hours on the steam version of construct 2 over the last couple of years and I'm still a long way from being a great game developer. You can read more tips on my blog at http://www.gameplaypassion.com

    I'm still improving and I too look at better developers and want to be like them. However, I can at least tell you some tips on how to get from a beginner level to where I am at right now :

    • Master your tools, you need to know Construct 2 like the back of your own hand. Use tutorials, read the manual, read capx made by top developers (you can purchase those on the scirra store or get them with a tutorial)
    • Read about game design and the process of how developers go from a simple idea to a playable demo
    • Make a lot of little games and prototypes
    • Try to implement the mechanics you see in the games you love playing
    • Be stupid and believe your first game will be a huge world-wide success...
    • ... Make your first game and realize how complex the market is, and how much you don't understand it, which will lead you to learn about marketing, selling, polishing, better game and level design... etc
    • Think about giving up over and over again, but realize that you love making games
    • Separate your work from yourself, you can be a great human being and still make aweful games or vice-versa. Try to be objective about why your game is good and why it is bad, learn your lessons, then start over
    • Read other developers' blogs, post mortems, and gamasutra articles, see how other people handle the challenges of their game project
    • Don't reinvent the wheel, if you use Construct your are already applying this principle, but you can still waste time trying to implement something that has already been done in an addon or a template. Spend some time in the forums and the store to learn about what's available
    • Reinvent the wheel from time to time just to have fun and learn new things
    • Develop a love relationship with math, geometry, programming, software design and engineering, UML, and physics, these skills will be invaluable when making a professional looking game the easy way
    • Spend 10% of your time reading, and 90% of it actually working on something.
  • Check out Silly Jump, it is a challenging precision platformer with simple one touch/one key controls. The objective in each level is to collect all coins to unlock the wormhole that leads to the next level.

    • Get it on Google Play for your Android phone or tablet

  • Gratz, how long you finish the game?

    Cheers.

    I've made it in about three weeks, the level design was the most time consuming process, especially the last levels.

    I already had the character animations from my adventurer and platformer character series, check them out on the scirra store.

    The backgrounds are animated using my Parallax Backgrounds Plugin for Construct 2.

    So a lot of work was already done before starting the game, thus I spent most of the development time designing and testing the levels.

  • I've read your item description but I still have some questions.

    Does your template procedurally draw the backgrounds or does it randomly pick a set of images from a predefined pool?

    Does the user have control over the background generation (for example by choosing a theme or a general style : dark, grass, desert, ... etc) or is it 100% random?

  • The music track is Joyful by MattOglesby, check out his items on the scirra store. While making this game, I learned a lot by reading the code of Panda Love by bilgekaan, check out his templates on the Scirra store.

  • Check out Silly Jump, it is a challenging precision platformer with simple one touch/one key controls that I have been working on for the past weeks. The objective in each level is to collect all coins to unlock the wormhole that leads to the next level.

    There are 50 levels in total, have fun and tell me what you think of it!

    Version 1.1 release notes:

    • 10 new and challenging levels, now there are 50 levels in total
    • New and better level selection screen
    • Better difficulty balancing
    • Platforms no longer behave like solid walls, which makes some jumps less frustrating
    • Rebalanced mechanics to give a better platforming experience
    • Better character animations
    • Minor bugfixes
    • Scirra Arcade leaderboard for number of completed levels

  • Rather than using the Bullet behavior, you can do that more easily IMO using the event sheet :

    Set your player's angle toward the touch position, then use the "move forward" action. Set the distance to the speed times dt.

    This will move the player at constant speed, if you want an accelerated movement I would implement it using the mathematical formula for acceleration and deceleration, or you can use the CustomMovement behavior to achieve that.

    In my implementation, I would create a sprite for the player character and pin it to my (invisible) player object (which will be rotated). It is usually a good idea to do this separation, however, you can avoid rotation by using something like "move at angle" where the angle is computed between the touch position and your player's position (use the angle system expression to get the angle between two points).

  • You can implement both in separate projects and profile each of them using the development tools in chrome or firefox, then choose what to use in your specific case based on performance.

    Personally I don't think there is any difference in performance between setting a x coordinate and trying to compute the exact position of an object in a layer with parallax. What I would be worried about is the delay in development such a feature may cause. You have to know the formula of parallax that C2 is using and adapt it to your game, then test to see if everything works. Sometimes you just have to do it in the most stupid way possible as long as it looks good, then move on to more important features.