LavaWave's Recent Forum Activity

  • Sorry to bump bet I'd like to know how did you solve this? I'm trying to figure this out for my platformer game, it's a shooting enemy so he fires in a horizontal line but faces the direction of the player character, what did you do to solve this?

  • Thanks man, much appreciated.

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  • And the speed is faster if you play the game that was exported trough awesomium node-webkit compared to playing it trough a browser.

    Yeah this makes it so that I have more reason to stick to Construct 2 so far then using mmf2/gm since now Construct can export my games for offline play, making them portable for when I have to use my laptop in places where there is no wifi/passworded wifi.

    Still is node-webkit a w.i.p like awesomium was or it is a finished (albeit still being updated much like how Construct 2 is now) exporter?

    btw did anyone check on my capx, to see if I'm doing an error on my part?

  • So you're saying Awesomium is dropped in favor of focusing HTML5, sure seeing you still can play HTML5 games offline, however I did notice that while exported the game via Awesomium the game was faster without stutters compared to playing it via a browser (Firefox in this case) in FF the game stutters, tough I've only used run layout so I don't know if it's any different if you export it in HTML5 instead of playtesting it via Construct 2, in my case as of yet .exe/Awesomium is slightly better tough, altough the stutters/lags while in HTML5 are very small.

    EDIT: I see node-webkit, sorry I just updated from R114 whilst it had Awesomium >_< and haven't noticed it replaced it with another .exe exporter, I just looked into the exporters right now. my bad.

    Like the new exporter so far, is it a beta exporter or finished? compared to awesomium?

    also why no Win64? only Win32? whilst there are Linux 32 and 64 folders? or that doesn't matter? I'm running on a 64-bit machine btw and the win32 works well on it so I guess it doesn't matter much.

  • I'm trying to make a simple platform game but my sprite animations act weird, it's not finished as of yet but I tend to make a full game (A Sonic game) using Construct 2, I still tend to add the acceleration animations among other Sonic game essentials.

    also if I tend to make it into an .exe release is Awesomium ready to make an .exe release to be played on Windows independently of a browser? or is Awesomium still in alpha stages and should use MMF2 or Game Maker for .exe? tough I do intend to release it as HTML5 primarly altough I haven't seen any big games utilizing HTML5 since it isn't as popular as Flash so I don't know how good HTML5 handles a mediocre Sonic game engine or a platformer engine.

    I'm a developer switched from Game Maker btw.

    Here's the .capx file in case anyone wanna try and review my errors :/

    mediafire.com

    Made with R119.

    EDIT: Forgot to state the bugs (which I think are my errors not that Construct 2 is bugged)

    When I move towards the wall and keep sticking to that directions the animations switches between moving and stopped very fast.

    The orange tiles are jump-trough platforms and there are some weird animation bugs when you move on top of them.

    Yeah I think that's all of them :/

  • Thanks for answering all the questions Ashley, much appreciated.

  • You know, that comparison table should probably be adjusted to make it more clear that the Sounds/BG Music stuff are not limitations (since you also list a number for events, etc).

    Yeah I agree with this.

  • Is that true? now it can be fully used to make full games? can it make .exe's or offline play yet?

    Anyway I've been looking into the store page and I have some questions about it.

    So with the standard edition how much games you are allowed to sell? is it once you reached $5000USD you must no longer make your products commercial until you bought the business edition? I don't plan to sell games tough.

    Now as for the sound effects, you can only make 12 sound effects, ambient sounds and music for your game? what if it's a large game like a megaman game for example that requires you to use more then 12 SFX/music files in one game? they should be unlimited no? or are those referring to extra resources you get when you buy the product?

    Other then that, long live Construct 2, the best 2D game creation program available today.

  • Just did a G+ account, not just for Construct or Scirra tough but I just added you to my circles.

  • I see, so the vars have to be stored into the save game then via external tools.

  • I see, I take it would also be possible for when C2 will export to .exe.

    On start of your second game, you check that there are values that were saved by your first game.

    Actually no, it should check if you loaded the prequels save file and not automatically, you can still click new game and play as if you didn't played the prequel.

    in other words the game ending generates the save file that can be loaded if you finished the prequel, if you didn't finish it it will not affect it.

  • Basically what I am suggesting is the save import feature from Mass Effect in which depends on how the last game ended the sequel's story could be affected, could this be implemented in C2 or it's possible for C2 in the future to have such a feature?

    or this is too complicated? that would make games with multiple endings and sequels more interesting eh? :D

    if you didn't play the last game or you don't have a save game from the prequel the game will not access such events that happen only if you played the prequel.

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LavaWave

Member since 27 Nov, 2009

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