NugMan's Recent Forum Activity

  • Yes you can. But this new site should be on different server, then you will add its IP to the domain records.

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  • Haha! Collages are very funny. Also good to see that beards are in place :)

    But the game is not challenging. There should be more difficulty increase over time. Like speed of enemies or their size, or their manner of moving.

  • But i really think you must practice first before dreaming monetize your game ...

    THIS

  • -WAS NINJA'D <img src="smileys/smiley3.gif" border="0" align="middle" /> -

    I can provide partial answer: there is no native export, except html5 and html5 in wrappers. I saw alpha-test of .exe export here on the forum.

    I don't think you can add in-app purchases (for iOS for example).

    Try to reach limits of the free version of Construct - 100 of actions per project - there is no other limits. That way you will be sure if you need it or not.

    Or better wait another answer, from Rojohound or Ashley or somebody else more reliable than me <img src="smileys/smiley17.gif" border="0" align="middle" />

  • One can't see to everything. Maybe R96 stable?

  • Windows 7 x64 Home Premium

    Construct 2 R95

    Construct will not save spritesheet at all in my particular case: sprite istelf is 1x1 px, and there's 2 frames. So if there's no at least 10 animation frames (when 2nd list is created), the whole animation is not saved on export. If there is only one sprite object in the scene, the "images" folder won't even be created.

    About the example provided: 2 sprites, the left one (black pixel in project) has 9 animation frames so it's not saved. The right one (yellow) has 10 frames and so 2nd animation list is created (that's the bug border, i think).

    CAPX

    EXPORTED

    Partial Workaround: As far as you're using sprite for storing just images (not for animated sequence) you can duplicate frames - the total length should be not less than 10 frames (from frame 0 to frame 9).

    And there's no workaround for storing animation sequence... wait, you can jump over those frames via events <img src="smileys/smiley11.gif" border="0" align="middle">

  • Good to hear. I'll brand my game for Chrome, but with ability to play in Firefox too. But Chrome will use custom cursor (i hope you will give us such opportunity sometime), and Firefox just standart "Crosshair".

  • File input is what i had have missing (if i can say so in english)

  • Fresh exported project

    Version 2.6

    Dated 15 June 2012

  • kittiewan no, I meant that if shells, provided with platform behavior, instead of physics, wont create hill of used shells. Instead, they will all be on the floor, so no one hell of a big piramid of shells under your good ol' army boots :)

    zsangerous you mean the "P" box in capx? That is "real" player, his movements (via platform behavior) lies under all character animation. The character sprites are just using "set position to player".

    UPDATE:

    , oh, you mean the "E" box. I just not disabled the default buttons for Enemy Box :)

    I'm coding character control on both WASD and Arrows, though I totally hate Arrows, some people prefer them. That's why I didn't noticed that movement before - I just don't use them at all <img src="smileys/smiley1.gif" border="0" align="middle" />

    Oh, and by the way, enemies are on top of the "what to do next" list

  • Progress screenshot

    <img src="http://i49.tinypic.com/2rwonkg.png" border="0" />

    Now shooting features decals and bullet trace

  • Da. Odnako community raznoyazychnoe, tak cho boltovnya na svoih yazykah ne privetstvuetsya.

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NugMan

Member since 30 Sep, 2010

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