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  • Actually, speaking as someone who is trying to make some money with construct, I would recommend using C2. It might be a while before the EXE exporter comes out, but it gives you MUCH more flexibility with being able to export to more platforms. More platforms, more potential customers. Not to mention C2's usability is much improved.

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  • What about the platform behavior doesn't do what you want it to?

    As for custom collisions, put everything you want to push out of in a family, use the custom movement behavior on the player, and the push out of object action, with normal (slide) selected, and have that family selected as the object to push out of when the player overlaps the family.

    You can probably do the gravity and jumping with custom movement too, or you could use normal events (set position and have x and y values that you add/subtract from for speed).

  • Ah, ok. Happy there's a work around, then.

  • Except you shouldn't use or - it's buggy and can cause crashes.

  • In the next build I'll add some degree of rounding in the text object itself so this doesn't happen.

    On one hand, I like that idea, but on the other, then the text object won't show the actual value and I'm concerned that could potentially be really frusterating when debugging.

    Maybe a property could be added to turn that on/off?

  • I think this is caused by the Auto-mirror setting. The image is not mirrored until the first time it is used (the first time you move left).

    Out of curiosity, why is that? Why not mirror it at the start when it finishes loading?

  • RPG's are a notorious genre - possibly the most notorious - for being deceptive about how difficult they are to code. They seem simple looking from the outside, but when you actually try to code one, even a simple one, it turns out to be a monumental(ly complex) task with tons of interconnected systems that all have to play nice together.

    RPGs are probably the second hardest genre to make, second only to MMOs!

    I'm not sure from a development standpoint that there even is such a thing as a simple RPG. And while it could be done, trust me, I can tell you from experience of having tried to make a 'simple' RPG (it turned out to be not-so-simple) without families - it's possible, but you really don't want to! Had I known how to use families properly from the start, it would have saved me literally an entire year of development time! It's worth waiting for families to be implemented, since they're in the works already.

  • Yep, so instead of writing code for each of your friendly units, you can write one piece of code for all friendly units. Trust me - they're necessary to make an RPG a realistic project.

  • We need families first before an RPG is realistic. I hear those will be implemented soon, though. :D

  • You might be interested in spriter, a program specifically designed for that: http://www.scirra.com/forum/spriter-multiimage-animation-coming-to-c2_topic44969.html

  • I'm too busy to check it, but you could try making a backup, then try deleting bits by bits until you find what was causing it.

    Are you using lots of shader effects? Because those can slam the framerate hard.

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Arima

Member since 11 Jun, 2007

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