Jayjay's Recent Forum Activity

  • It's partly a joke with the way people are using it at the moment, but it represents the concept that there is some super secret group running everything in the shadows.

  • Can you upload your cap file to Dropbox and paste a link here? (replace the . 's with (dot) 's )

    Even just a cap of the parts that are broken (save as new file, remove extra stuff) would work.

  • Using private variables you can probably give an ID to the sprites, for destroying or moving them as a group too

  • I was in a similar situation and wanted it to load on startup. I think I instead had a blank regular sprite object and loaded the frames into each animation from folders. Try checking out the source code to my I Had Hope engine ( http://ihadhope.blogspot.com/ ), as I used two different methods of loading images from files for the levels.

  • If I remember correctly the Spritefont plugin for Construct Classic still had some bugs. Maybe try creating functions using sprites + animation frames to dynamically created & spell out the words.

  • There is usually some method you can use to work around limitations, perhaps you might go for loading each level from JSON array data (in a text file within game data?) and have just one actual layout. Depending on the type of game (eg: if it's tiled) you can also re-use the same objects and save on the slowdown of destroying/creating objects all the time.

    At the very least (if you go for one layout per level), write your events so that you can include the same event sheet on every level rather than making a new sheet and all that duplicate code. It seems mobile really takes time to optimize once your game gets some complexity.

  • mercy Heh yeah I was surprised by how fast it spread too, I am remaining hopeful that at least some good will come out of it though, perhaps even a larger fanbase

    The major thing that I wish pirates would change is to add a link back to the official Steam page instead. The game was DRM free to begin with so slapping their "released by XYZ" tag on it doesn't really mean they did anything exceptional, but if they at least said "Here's the official store page if you like it" then it'd be a step in the right direction

  • billy Bleeks TiAm Thanks for the support! We're really excited to see people enjoying the game and the arcade machine was indeed very awesome!

  • Insanity's Blade is now released on Steam with Windows build V1.03! http://store.steampowered.com/app/334190/

  • The Steam page is ready! Actual release date is tomorrow (December 5th)

    http://store.steampowered.com/app/334190

  • You can try working with this: https://github.com/greenheartgames/greenworks

    You would need to do something like this for export I think: https://www.scirra.com/tutorials/417/ou ... ode-webkit

    Rather than the built-in export, so that greenworks can be implemented during the export

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  • MONO + VB.NET, that language is very easy to use and get into for beginners

    (Or you can use Visual Basic Express which is free too).

    As for pure click-and-drag, basically the other tools for making games sadly. Construct Classic was pretty powerful for that kinda stuff too.

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Jayjay

Member since 18 Mar, 2008

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