skelooth's Recent Forum Activity

  • > Thanks for the feedback! When you say "Even if it does lack a bunch of features that the others take for granted", I'm curious which features are you talking about exactly?

    >

    Personally I would say Official analytic support other than Intel AGI. There are 3rd party analytic around, but it would feel much better if I have more option, like having Flurry officially supported by default.

    I'd say analytic is the one being taken for granted.

    Is there any reason why google analytics can't be wrapped in a plugin? If not, it's easy to do and I'd be glad to do it for you real quick. Unless you're talking about a different provider?

    I'd have to look into it, but if C2 runs in an iframe(?) multiple instances of Ganaltyics shouldn't be an issue.

    Edit:

    I should probably point out, the lowest resistance solution is to just crack open any exported "index.html" and shove your third party analytics code in there before deploying or compiling. That is, at least from my perspective.

  • Great game!

    browser version:

    There's a small bug where the UFO gets "trapped" in the side of the screen if you shoot your beam while at the edge. Probably related to the direction change mechanism

    Otherwise, awesome graphics! Love the art style! Everything else seems completely solid!

  • 100 event limit? What?

    Does that include subevents? That's not good, I didn't know about that. I better google...

    Nope, this is not true

    Thank goodness. I got worried. That would be ridiculous. I'm probably at or near 100 events now.

    C2 ide does start to slow down and get a bit buggy as the size of the project grows, but considering everything it's doing I can't fault it.

    OP I too have messed with tons of game development apps and libraries. C2 is great. I'm not sure what you meant by "limiting", because there are literally no limits to what C2 can do, well, within the confines of html5.

    Great software at a pretty good price.

  • Sorry I should have explained better.

    Lets say you have a firework sprite, it looks like a rocket. It has an animation called explode as well. Your event sheet might look something "sort of like"

    System->Every Tick

    -> rockets animation = default -> rocket.y - speed * dt

    -> rockets animation = explosion -> rocket.y + speed * dt

    -> rocket height = top of sky -> rocket.set animation to explostion

    https://www.scirra.com/manual/115/sprite

  • You may need to change the visibility of the old one, or physically change it's position to off the layout.

  • Sweet thanks!

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  • Use case:

    I would like to pin a targeting reticule over the targeted sprite, so that the player knows which object the turret is shooting at.

    I would also like to know if I can access how much time is left on the turrent timer

    Can this be done without a plugin?

  • It turns out C2 is vulnerable to the same kind of 1st world programmer problems as conventional engines, I was snagged on a simple bug for days with program flow. I learned that instances are local to the scope they're in only, but are globally available upon the next tick. So I just tossed in a wait .01 seconds and it cleared it all up.

    So after so many days of grinding, I've finally pushed up again.

    New in this:

    Better analog joystick movement/control over speed

    Afterburn dependent on your ship speed

    Larger more detailed demo ship that will most likely make it into the end game as playable.

    Turrets now shoot harmless lasers (beginnings of weapons systems)

    To demo branching dialog, hover over the moon and choose plunder.

    Feedback would be great. I know there is a small graphics smudge in the dialog windows that i'll fix, and the player ship looks a little fuzzy. I'm not a designer/graphics guy by any means.

    I really feel play control is key to a good game. How does ship movement feel?

    Do all graphics come across as themed and consistent?

    Thanks!

  • Modern software typically does not have a close or quit function. Android/IOS/Win8 are designed to hold recently used apps suspended in memory instead of closing out entirely.

    For example, if you want to stop playing a mobile game, you most likely need to hit your home key or back key a bunch of times, but if you go back to it, it will most likely be where you left off.

    Expect the quit feature to become more and more scarce in the future, as it will be a job delegated to the OS.

  • Firework is active -> setfirework position (Self.x, Self.y - speed * dt)

    X Firework is active -> setfirework position (Self.x, Self.y + speed * dt)

  • Yes, it did! Extremely simple solution. You can force simulate global access by doing

    Action->System->wait 0.01

    Back to work!

  • This is a very simple plugin that gives native access to the clipboard text when supported, and offers a system prompt when it is not.

    The system adds one expression, Clipboard.Contents

    And has one property, the text to display when prompting.

    Source Thread:

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skelooth

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