gaboduarte's Recent Forum Activity

  • Yay, managed to publish it on Kongregate!

    Pay it a visit! :-D

    kongregate.com/games/gammabeam/the-smell-yan-cat

  • I noticed another bug :P:

    (My sprites and the collision tiles are all 48px high)

    Sometimes a sprites that's entering a "door" (a gap between solids) of its exact size (height 48px) gets stuck at the entrance for no apparent reason. Going back and entering again seems to solve it.

    I couldn't find a way to reproduce it all the time.

    Also, I'm using Pixel Rounding.

  • Ashley, I'm sorry but it seems your fix broke my game. And apparently it didn't work as well. <img src="smileys/smiley36.gif" border="0" align="middle" />

    I uninstalled C2, deleted its folder, and installed it again to make sure I wasn't doing anything wrong.

    I'm sending you the project thru PM so you can take a look.

  • May be off topic, but as PixelPalette said, this could bring a light on the matter:

    Collision Filters are very useful for Physics games.

    For example, I made a sideview ragdoll soccer prototype in Corona where every object had physics, but :

    • ball had to collide with head, feet, and hand (fault!)
    • the ball couldn't collide with the torso, legs
    • all body parts were attached by joints, and should not collide with each other.
    • the player's body parts had to collide with the obstacles, as well as the ball.

    Without collision filters, this setup would be impossible!

    Of course, this is an extreme example, but I think more and more people will request this as Construct gets more users and allows for more complex things.

    developer.anscamobile.com/content/game-edition-collision-detection

  • Could you send me the runtime.js again? <img src="smileys/smiley9.gif" border="0" align="middle" />

    Sorry to be a pain in the arse, but I'm trying to complete this and still join the competition!

  • Kyatric is one of the best moderators I've ever seen in a forum.

    Kudos to you, buddy! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I've been using the Platform Behavior a lot for my next project, and I've stumbled upon another annoying bug.

    Basically, if you have a platform with the same height as the sprite with the platform behavior, it will overlap it at half of its width.

    The workaround for me was to increase the height over the other obstacles, but now I'm making 1 unit heihght platforms, and I managed do jump inside it... <img src="smileys/smiley19.gif" border="0" align="middle">

    Already tried turning Pixel Rounding, and it didn't solve the problem.

    http://dl.dropbox.com/u/7324985/platform_bug.capx

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  • Hey ethan0004

    (brasileiro por aqui tamb�m ^_^)

    1- You should post your computer specs.

    2- Maybe try to install 32-bit version of construct.

    3- Do you use a shared drive? I have saving issues (non-crashing) if I try to save on a mac folder while running it in parallels, for example.

    Anyway, good luck!

  • Hmmm both softwares are quite different.

    If you want to focus only on iPhone/Android games, and publishing them NOW, I'd say go for Corona.

    The main advantages are:

    • Performance on broader range of devices: With HTML5 you'll be stuck with players that already have the latest Android or Apple update (iOS 5.0). This filters out lots of users that can't play your game because of framerate issues.
    • Access to iOS/Android features: Accelerometer, GPS, In-app purchases, Gamecenter/Openfeint. Currently you can't access them in C2 - at least I haven't seem any tutorials, perhaps with Phonegap this can be achieved. I'm about to test the retina/normal graphic swap, but I'm quite sure I'm just get frustrated and forget about it :P
    • Out of beta: Mostly stable software, with lots of code exchange and documentation. C2 is still in beta, and while everything is running smoothly and with uber-fast updates, you could be stuck with a problem or limitation until the devs can fix it.

    Don't get me wrong, I love Construct and I'm sticking to it - even knowing a bit of LUA and Corona! The best option for you would be prototype the game on CClassic or C2, tweak and test it, and them port your final version to Corona for maximum compatibility and perfomance.

  • Well both limitations are surely temporary. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Yeah!

    Classic has this option (no dropdown actually) and I used it quite a lot :)

    For now, my solution was having a "SceneManagement" event sheet which has a big variable checking upon win_state = true, and a "go to" for all the levels I have.

    Then I just include this event sheet on all levels, and add those to the event.

    Not the best option, but works perfectly for now!

  • Works like a charm! Thanks Kyatric!

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gaboduarte

Member since 22 Feb, 2009

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