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  • I went in to the capx's I posted and tried to reproduce it and couldn't. Seems fixed.

  • Fully aware of that.

    I'll check if I can reproduce it when the next build drops, thanks.

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  • I've noticed an issue with the image editor. If it's recent or not I don't know.

    If I make a sprite, import an image to the default animation, and duplicate the animation to make a identical (but flipped) animation, the animation will unflip itself when I close the editor or switch to another animation.

    Original capx where I found the problem (originally a project, but saved it as capx)

    dl.dropbox.com/u/22615804/pendulum.capx

    Re-creation capx

    dl.dropbox.com/u/22615804/pendulum_problem.capx

    The problem seems to stem from duplicating an animation where the images were imported.

    In the pendulum_problem capx, the "Sprite" objects animations were handled like previously mentioned, it has the same problem.

    The "Sprite2" objects animations were made separately (i.e. 'not' duplicated) and the problem does not occurr.

    The "Sprite3" objects animations were duplicated AND using the pencil tool instead of importing an image, and the problem does not occurr.

    EDIT: Corrected the explanation of "Sprite3"

    EDIT 2: Added [r97] to topic title.

    Have there been any work done on this, or have more important things taken precedence? (Like exe maybe, since it was mentioned in the notes for r96 :3 )

    ATM it doesn't work at all for me, in either Chrome or Firefox (even nightly). I can get around that with j2k, but I'm not expecting players to go that far.

  • This is mainly an english forum, please use english.

  • This has already been talked about in other threads. I don't think it needed a new one.

    Also, this is the plugin section of the forum.

  • Have you tried it out?

    From what I've heard it's shaping up to become a complete trainwreck. With forced Metro, tablet style mouse control and the absurd MPEG2 codec decision.

  • Have one global variable that keeps track of what level the player is coming from

    A bit unnecessary. A far easier way of accomplishing it would be to have one global variable for each level.

    When a level is completed, change the respective global variable to 1 (or whatever you have to represent "completed") in the same event that decides that the level is completed, before returning to the level select screen.

  • I gave Four Horsemen a whirl. Worked pretty well. Though the sound just stops after you've played for a bit. Not sure if that's because of Pokki or the games coding. Was hard to tell if the game ran less smooth than intended. It's a small game though, so it should run smooth enough.

    However, there's one problem I have and it's with the Pokki app/browser/thing itself. It places itself above my row of icons in the task bar and thus makes it larger. I find it invasive and that is a huge issue for me. I don't like apps or programs placing themselves where-ever they please without my say so, which it does. It might be a minor issue, and one the average user might not care about, but it raises a red flag in my head.

  • Using kickstarter to fund development of the Awesomium exporter, essentially money to hire someone to work on that specifically, would probably be a better idea than to do a kickstarter for C2 itself. Divide the workload so to speak.

    I see some caveats.

    Is Awesomium ready for it? I mean, we tried the test Ashley put up, but that is one test. I know next to nothing about how Awesomium works but I gather it'd take some work to get it to work properly, consistently. Not to mention work with third party plugins. Which leads me to the next caveat.

    The person that would be hired to do that. It'd have to be someone Ashley and Tom can work with, that's a given. And someone who's good enough to do it. Could a kickstarter raise enough money to hire such a person. My gut tells me probably not. It's a different thing for someone to have funds for oneself, and a completely different thing to actually hire someone. Paying salary is WAY more expensive than living on your own funds (going by swedish standards anyways...) And that's even if Ashley and Tom are ok with bringing someone in at all, I'm only speculating here.

    I'd be onboard with a kickstarter to fund stuff like Awesomium exporter(s?). Not sure if it's feasible though.

  • Does it really have to be wav?

    I'd say download Audacity and export the files as ogg files instead.

  • What happens is that you create the coin, then immediately destroy it.

    Create a little animation for the coin where it bounces up and such, and do something like this.

    + Player is jumping

    + Player collides with Block

    - Spawn coin

    - Coin: Play animation "bounce"

    + Coin animation bounce is over

    - Destroy: Coin

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