Kyatric's Recent Forum Activity

  • As I mentioned in my tutorial how to customize the exported HTML5 index.html you can edit directly the file export-fs.html from the "C2 install base/exporters/html5" folder.

    You will have to do this edit on every upgrade of C2 though, since those files will be overwritten/destroyed (as it is strongly advised to uninstall the previous version of C2 when updating to a newer one).

    On the other hand, you're talking about accessing the game from android directly through the browser aren't you ? because I believe wrappers like cocoon.js deal with those kind of details "naturally".

  • Indeed it's an interesting platform/project.

    I'll definitely look closer into it, thanks for sharing.

  • pwntatochips: No, atm Construct2 exports to HTML5 and with the use of wrappers to iOs and Android mobiles "only".

    Also please, don't post any more questions in this topic, it's not the place for as mentioned in the first post.

    You might want to check this tutorial that should help you with most of your questions as a newcomer.

  • There is this other video by David EDERY, co-founder of Spry Fox and colleague of Dan Cook at the same Casual Connect (2012) conference :

    <center>[tube]UH0-9url3KY[/tube]</center>

    Subscribe to Construct videos now

    Another interesting talk focusing on the F2P (free to play) economic model and how to implement it in your game.

    Quite a few interesting insights and demystifying "false ideas" (like for example an entire business model can't rely on selling only aesthetic goods, it's more likely that it won't make as much money as selling "functional goods" too).

  • For the position problem: that's what it is POSITION.

    Your main_car/collision_char objects are global, meaning they don't get destroyed between a layout to another.

    But it also means that the properties of the objects are kept.

    So "On start of layout" you need to "collision_char: Set position to" wherever in the layout you want it.

    You also have to store somewhere what part of the layout you want the character to appear to (left or right).

    Once again, an invisible object would do the trick, and in "On start of layout", you would pick the according "Spawn_char", left/start or right/end.

    Describe the system you exactly want to have all at once, don't go for steps because the previous implementations might become obsolete.

  • Make sure you haven't locked the layer.

    <img src="http://www.scirra.com/images/articles/layersbar_2.png" border="0">

  • Life for player and monsters : Beginner's guide to construct 2 - Page 6 (don't hesitate to read over the whole tutorial again).

    Edit: You can also want to implement a fancy lifebar or a more regular health/bar implementation (as well as many other mechanics).

    For the position problem: that's what it is POSITION.

    Your main_car/collision_char objects are global, meaning they don't get destroyed between a layout to another.

    But it also means that the properties of the objects are kept.

    So "On start of layout" you need to "collision_char: Set position to" wherever in the "beginning of your layout you want it.

    Example capx

    Rather than having to set fixed coordinates each layout, you might want to make an invisible "spawn_char" object and "On start of layout" set "collision_char"'s position to "spawn_char"'s position.

    Also, nice looking art.

    This forum is about game design.

    If you're seeking technical help, you're in the wrong forum you'd better check and post in the Construct 2 general forum as well as the "How do I" forum.

    That's where your topic will end up being moved to, but please, don't pollute this forum, keep it about the game design aspect only.

    You can ask questions, post videos/articles, anything as long as it is related to the design aspect of making game mechanics rather than the sheer technical aspect of making the mechanic in C2.

    (Of course game design is not only about mechanics, but consider this is not the forum for technical help)

  • <center>[tube]f7DFuXDN29M[/tube]</center>

    Dan Cook is an emeritus game designer whose last released games with his company spry fox did quite an impact in the world of gamers in (re)inventing some well established games genre.

    In this (quick) talk, he gives 7 tools as well as a lot of insights on his professional experience.

    You should go and read his blog : lostgardens.com with a great articles about game design and game grammar. (Dan Cook is somewhat of a researcher/thinker about game design and the workflow and meaning of making a game)

  • shinkan, won't that cause a fluttering effect as it also sets the highlighted sprite back to 50 as its also highlighting the button? Thank you all for the help btw. :)

    To obtain a flickering effect, you would have to have some switch between the opacity over several ticks.

    But the actual code is processed each tick. Each tick, the sprite's opacity is either 50 or 100, it's not switching from 50 to 100 "in the same tick". And even if it was, it's too quick for the brain to even notice.

    As Shinkan said, this is how events work. The screen is rendered only once all events have been tested/executed, and so a single image per tick is rendered out of it.

    Considering that C2 does the job of not re-rendering something that hasn't been moved/accessed to, it has even less reasons to flicker.

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  • jwjb: Thanks for the kind words and have a good day <img src="smileys/smiley4.gif" border="0" align="middle">

    Note for people who read this topic: You might also want to check rez's pathfinder his works in real time, this one I'd rather recommend for turn-based type of games.

    Anyhow, be aware there are two behaviors existing that proposes close features.

  • I am impressed with construct 2s brilliance in every area except for one vital flaw: I would propose that not having user defined events (ideally with parmeters) makes writing clear code (I mean the event sheets) without duplication difficult.

    I agree that it is missing some "Function" feature at the moment, having an action executing specific events and action at a given time.

    But there are numerous ways to workaround this (groups that you activate/deactivate, picking of instances thanks to instance variables/boolean, finish state machine) which after a while become quite natural.

    C2 is still in development anyway, and no doubt there will be a feature at some point allowing for every of that.

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Kyatric

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