Jayjay's Recent Forum Activity

  • The AudioConverter seems pretty buggy, especially on Windows 8+ (no crashing in preview but unable to convert files, crashing in exported exe so can't test conversion)

    However, I think this is one way of using AudioConverter correctly code-wise: https://dl.dropboxusercontent.com/u/4714446/Codecs.cap

  • paradine, check out the Q3D plugin for Construct 2

  • Joannesalfa Unreal Engine 4 only just released as of March this year: https://www.unrealengine.com/blog/welco ... l-engine-4

    Personally, I'm not a fan of visual scripting the way Blueprint and Unity Playmaker do it (looks similar for both, and almost like a graphical representation of "spaghetti code"), but otherwise the engine is just so new that the community support, tutorials, and freelance/hired help probably won't be there to do what we need in a reasonable time frame.

    Insanity's Blade has been in development since early 2013, and our Kickstarter was funded by the end of 2013, even at that time we had looked at what was available and decided Unity was our best option.

    However, it looks like UE4 has a very nice pricing model and feature set, so thanks for sharing it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    A0Nasser Not tried to make anything for mobile yet myself, I don't enjoy playing action games on my smartphone as much as I like puzzle and turn-based for that platform sorry

    lol <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> Maybe someday.

  • DUTOIT Heh anytime

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  • DUTOIT Another CC post, but they didn't specify so it's good to have it in both methods

    As for CC, use the Date object and you can do stuff like:

    Date.GetHour & ":" & Date.GetMinutes & ":" & Date.GetSeconds

    That's 24hour, so if you want Date.GetHour in 12 hour format then store to variable and add a check:

    If HourVariable > 12 then HourVariable = HourVariable - 12

  • Looking at the code change you suggest, it would probably bring back the terrible slope jumping bug too, so I think the solution will be a little trickier still

  • Try instead of doing a check for "Y = 744", doing two checks for the grid positions after and before (so if Y > 744-gridsize, and Y < 744+gridsize).

    Even though it snaps to grid visibly, maybe it isn't doing a pixel-perfect snap each tick (Also, a tick isn't guaranteed to be exactly 60x a second, but I'm not sure how that affects the grid snapping)

  • I think he's using the Construct Classic version though, and I don't remember if that one was broken or not, but you can get it here: https://dl.dropboxusercontent.com/u/471 ... ont_CC.zip

    Old spritefont forum page: http://69.24.73.172/scirra/forum/viewto ... f=2&t=4078

    Edit: Also, I just realized another method you could use is Pixel Shader FX (there should be an outline effect around if not built-in <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> )

  • Probably best to use the spritefont plugin for that, and have a custom font that has borders.

  • Same problem here, maybe a checkbox property to allow old jumping code in the platform behaviors?

  • Another question is, are you using duplicate/clones (same looking sprite with different name) or just a lot of 256x256 graphics that are unique? If they are clones, then it loads the image into VRAM for every sprite, even if they are the the same image.

    C2 is better for large projects, but odds are this issue is a VRAM usage issue if it's only two levels and a menu (are they big levels?)

  • You'll need SVN to download the source code to your PC from the live server, or (since it's not been updated in a while anyway), you can download the tarball: http://sourceforge.net/p/construct/code/HEAD/tarball

    As for purchasing ProfUI, the reason is that Scirra used that software library to handle all the interface for the editor, and it's a proprietary and integral part of the source code that you would need to have a copy of in order to compile the project. I do not know which version is used in Construct Classic, but some other users here might know.

    Edit: I also think this was coded in Visual Studio 2008, so you'd want to get a copy of that too (Express might work, I'm not sure as I have only compiled stuff from the Construct Classic Plugin SDK before).

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Jayjay

Member since 18 Mar, 2008

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