PixelRebirth's Recent Forum Activity

  • Here is an example of what I was talking about:

    https://dl.dropboxusercontent.com/u/2306601/pushArray.capx

    I decided to use a 1-dimensional array that basically just contains a long continuous list of your game pieces (or rather values that represent the pieces of course).

    Made a couple of functions to push a new value into the array and then to actually draw the playfield. Hope it gives you an idea.

  • Arrays don't pose any particular problem I can think of when used in multiple layouts. Your game logic would likely work in an event sheet included in all of your level layouts.

    Maybe I'll make a little example later to better illustrate what I'm getting at.

  • When making a grid-based game like this, it's generally not a bad idea to run the game logic using arrays.

    Your game pieces would be represented by different values and you could then just loop through every cell and move the value to the next one until there is an empty(0) cell.

  • While I do think the general idea is kind of cute, I do have concerns with this project.

    Is it going to be anything more than a regular Raspberry Pi in a special case that comes with a pre-installed Firefox OS sd card? I don't see how this qualifies as an actual console to be honest.

    I don't mean to bust balls, but I would have really liked to see a more fleshed out campaign that included a video and better english translation.

  • I have had problems before with my games on the Chrome web store. In particular the game would show up in a small new window instead of properly in a tab of the browser. I ended up getting it to work by using a version downloaded from Clay.io through their "Distribute" options.

    Recently I tried it again with another game directly exported from Construct 2, this time though this was a fullscreen game. And after uploading and installing the app through the webstore it just shows a black tab. If you wait a little the game will appear, but freeze on layout change. I tried again to upload the Clay.io version, but it does behave the same.

    I also uploaded a version with fullscreen off, which then loads but again appears in a new window instead of a browser tab.

    Of course the game works properly on localhost, my own webspace and Clay.io. Sadly not with the Chrome web store.

    I did find some older threads on the forum which talk about similar issues, but it seems this isn't really resolved yet?! Is there something you need to avoid in order for the game to appear properly in the web store or does the C2 exporter need adjustment?

    I'm a bit annoyed by these issues lately, any suggestions welcome :)

    EDIT: Solved in the meantime. See this thread for more information: link

  • Oh, I didn't realize there was a long-standing bug report for this. I guess this means I will +1 the question of eli0s:

    Dear Ashley is there a plan to address this issue and, since it has being around for some time now, is there a workaround to this?

  • Assuming you're talking about exporting with Node-Webkit:

    Construct 2 has just been updated with a bunch of features to move the window position around, so you can realign to the center now I guess :P

    I'm afraid I was actually talking about regular HTML5 website export, the issue has nothing to do with Node-Webkit specifically.

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  • If you use the action 'Set canvas size' to change the size of the canvas, the game won't be horizontally centered anymore in the browser window, but aligned to the left instead.

    <img src="https://dl.dropboxusercontent.com/u/2306601/canvaspos.png" border="0" />

    Just find it irritating and I guess it's unintended behavior. If you have fullscreen set to 'Off' in the project properties, you won't notice this in preview by the way. The exported game will always be aligned to the left though.

    With some manipulation of the exported index.html file this can be countered, but I still thought I'd throw it out there.

  • No support of key arrows make your game unplayable for all players without a xbox controller or a qwerty keyboard ... sad.

    Oh darn, that's my bad. Didn't cross my mind. I originally had arrow keys control in there, but changed to WASD for some reason.

    I plan to extend this game a little post-LD, I will be sure to add arrow keys support then. Sorry for now. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Hey guys, this time I did make an entry for the Ludum Dare 27 compo.

    Trying to get something playable done in a mere 48hrs was at least as annoying as it was fullfilling, haha. No, okay, the fun side of things clearly prevailed.

    Anyway, I created a retro-style platformer (what else?)called Hair Cop that deals with terrorists, explosives and very good hair.

    Play some and give feedback if you like. <img src="smileys/smiley17.gif" border="0" align="middle">

  • Confirming the issue reported above by tumira. Doesn't appear to work with the latest Construct 2 release (r139).

  • Description

    Ikoiki is a cute grid-based arcade puzzler. Your objective is to eat all the cupcakes in every level. Switch the gravity and manipulate objects in order to achieve your tasty goal.

    Play

    Click the image below to play the preview version of the game, which consists of the first world with six levels.

    Controls

    Touch/click next to the character to move left and right.

    Tap/click above or below the character to invert gravity.

    Feedback

    Of course all feedback is very welcome. In case you do own a mobile device (smartphone/tablet), I would be very interested in hearing about the performance you're getting in Ikoiki. Thank you!

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PixelRebirth

Member since 26 Mar, 2008

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