NicotineLL's Recent Forum Activity

  • The simplest of all is changing "Every tick" to "Every X seconds" (0.05, 0.1, 0.15, etc), that will add a delay to the AI movement. Moreover you can set the seconds to random() that will add a bit of realism. Do a bit of testing and eventually you'll get it right.

    Every 0.05 seconds -> Ball.Y < Paddle.Y -> Paddle simulate pressing UP (reverse for DOWN).

  • Here are a couple of tutorials:

    1. Supporting multiple screen sizes - https://www.scirra.com/tutorials/73/sup ... reen-sizes

    2. Export and build your games with Intel XDK for Android & IOS - https://www.scirra.com/tutorials/1353/h ... lkphonegap

  • Have you tested it though? I tried replicating a heavy load, but it still changed smoothly.

    If executed right the overlay opacity would happen before we even call the second layout (from 0% to 100%) and after we loaded the second layout (from 100% to 0%). That would mean that the freeze would happen in between, when the overlay is at 100% opacity.

  • If the layer with the content has any parallax it will go to the left.

    As for the testing bit - the easiest way is simply resizing your browser window.

    Other than that, you can use Chrome's emulator (Open your game then press CTRL+SHIFT+I and then CTRL+SHIFT+M):

    or Intel XDK's emulator:

  • Aren't "Fullscreen in browser" options "Scale outer" or "Scale inner" going to work here? Using Inner it always crops to the center, and Outer can be centered by setting the layer's parallax to 0,0.

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  • What about something like a fade to black (color) effect:

    Example: .capx

  • Changing the browser in Preferences will take effect the next time you create a new project. It will not change your current project's settings. Like Lancifer said change the browser in Project Properties (click on an empty space in your layout, on the right search for Project Properties and click on View, then search for Preview Browser option and select one from the dropdown menu).

  • When you click on a layer and look at the settings, make sure the Transparent option is set to Yes. Otherwise the layer will have a background and bottom layers will be invisible.

    If that doesn't work, check the if the Visible in Editor option is Yes for all layers. Also Blend Mode - Normal. And if that fails try reinstalling C2.

  • It's been really fun playing around with the Scirra Arcade and Google Play options and the positive feedback motivated me to polish the game further.

    Update v1.1.3

    • improved collision detection
    • improved loading time
    • improved graphics
    • added support for all screen sizes in the wide screen area (16:9)
    • added Scirra Arcade rankings
    • added a few visual effects
    • added score sharing for Twitter and sharing for Facebook
    • added in-game instructions
    • added visual and sound effects for new high score
    • other minor tweaks
  • A couple of days ago I had a massive breakdown after getting way over my head with a game project. This January is one year since I bought a C2 license and I haven't finished a single game (even though I started a few larger projects, but abandoned them some months into development).

    I had it up to here, so I set up a goal to sit down, start and finish something right now. I went with the first game idea that came to my mind, designed a few things on PS, then built a prototype. All that in ~4 hours. I spent the next day tweaking the UI and cleaning bugs and just like that it was done.

    I hope you enjoy it, some people have already played it on Scirra Arcade:

    I plan to release it on Google Play to learn how things work there and frankly just for the heck of it (no ads and funny business).

    Please do let me know what you think.

    Edit: It's been published on Google Play, I'd be really happy if you can tell me how it runs on different devices - link

  • Wow, this is a great proof of concept! I hope you don't mind if I keep a copy of these .capx on the side <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    And it seems to be holding quite well with performance. The only downside I see is that it'd be an overkill for straight lines.

    I was looking at games I've played in the past with "smooth" terrain such as Hill Climb Racing, Super Stickman Golf, etc and I remembered that Bike Race (https://play.google.com/store/apps/deta ... orld&hl=en) had an online level editor - http://www.bikerace.com.

    Looking at it right now it seems like what they do is actually not that bad. According to them a polygon with 40 points per 360 degrees is the magic number or 10 points for a 90 degree curve. It's something very similar to your solution. Here's an example: https://www.dropbox.com/s/vmw992v9xnkc4 ... .capx?dl=0

    Now, creating the actual path in Construct 2 would still be time consuming and I can't think of anything that can make this any faster, unless the level path is drawn with separately coded editor and imported as script, but then it wont be visible from within Construct 2.

  • What is the best way to create a smooth terrain similar to what a vector could do - arches, hills - roundness in general. I know that we can make a few good shapes in Construct 2 such as a circle and anything up to 8 angles (triangle, square, etc.), but I don't think that's enough to make a smooth environment for realistic physics.

    Maybe if the terrain is cut into very small pieces and polygons are set just right that might work, but it's very time consuming. Imagine having to do a hundred levels like that...

    Desired effect:

    Best case scenario with multiple sprites cut for polygons:

    Any ideas?

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NicotineLL

Member since 4 Jan, 2015

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