andreyin's Recent Forum Activity

    You can't do these effects or mechanics with c2... Alto's Adventure.

    Don't get me wrong, C2 is excellent for non-coders, but it's limited by the tech if the wrappers we're forced to rely upon. And it simply cannot do dynamic lighting (or physics?) like this game.

    A game like that is very very doable in C2.

  • That's expected.. it will also run slower if you run debug preview in C2. If you absolutely must have it opened while testing your game, just resize your game to a smaller window and it should run fine while still having the dev tool running.

  • use anglediff(angle1,angle2)

  • What version of IE? What's your OS? Have you tried on other computers?

    Personally I have tried a few games with Edge on Windows 10 and they all run pretty good.

  • Still trying to figure out how to enable Xbox One in the dev center for my app. Did anyone already submit an app for Xbox One? Do I need to add a specific reference in Visual Studio?

    PS: Would be great to have support for features like background music/docking app (does this work for all or does it need extra settings via the Windows plugin?).

    I'm not entirely sure but have you checked this out? https://msdn.microsoft.com/en-us/window ... apps/index

  • ...or just add them in your project as external files.... (at least it works with my plugin)

    Doh, that sounds like an easy fix. I take it it doesn't it cause any problems to have dlls for all OS'es in all exports?

    I never thought anyone would export regularly, you do all your testing from C2's preview mode then you export once for publishing, right?

    I do test the game in NW.js' preview mode, but I also like to test it after it's exported on different computers and often times I decide to change something or find a bug. So I have to go back to C2, export it again and add all the dlls again.

  • If you have an event that's like "var1 > var2", this event will keep happen every tick when var1 > var2.

    The green arrow means that the event is a trigger, so it indeed does trigger only once, but you if you have one in a sub-event like this:

    var1 is less than var2

    |- trigger event

    Since var1 is less than var2, the trigger will keep occurring every tick also.

    If you want to check if var2 is less than var1 and then only trigger it once, you have to use the system event "trigger once while true". So it would look like this:

    var1 is less than var2

    trigger only once - do action

  • GG-Works

    Even if you still had your Xbox One, you could only use it to test your game. To actually deploy it to MS you need to be in the iddgi@xbox group, but it's very simple to get into it. You just get in touch with MS and show them your game, if they approve it then you get access and then you can get a devkit, which is much much better than using a retail Xbox One in dev mode.

    That being said, you still need to wait for a plugin by Ashley so you can use achievements and such, and so far no UWP games have been released on the Xbox One store (at least I'm not aware of any).

  • Yes, sub-events are the way to go. Click on any event and press "b", it'll create a sub-event.

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  • Congrats!!

    I really like http://itch.io

    You can also set your game as a draft or restricted there, instead of public.

  • Criticism is fine, but getting your game in one of the 3 main consoles out there right now should be more important than leaving it out because you dislike a company.

    In fact, if you follow this line of thinking why would you release your game on Windows anyway?

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andreyin

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