C-7's Recent Forum Activity

  • I apologize for the double-post, but I wanted to separate my problem from my previous response.

    So I'm running into a strange problem with C2's Spriter implementation. I have the scml set to the position of a box sprite. That sprite has 8-dir movement. I use keyboard input to switch scml animations, and it works fine for moving from left to right. But if i switch to vertical movement, it leaves an after-image of at least SOMETHING. I can get around the after-image by, on startup, destroying the sprite object and then recreating it (thus, only one on screen). But then NOTHING shows up going up and down. Side to side works perfectly, though.

    I made a stripped-down project just to see if there was any interference. Nope, same thing happens.

    You can see the problem here: http://www.adamprack.com/spriterbug/

    CAPX: http://www.adamprack.com/spriterbug/spriterbug.capx

    I'm not sure if there's anything I'm doing wrong. And there aren't any errors that pop up, either.

    Perhaps the "every object on every frame" applies globally and not per-animation?

  • Need some help with the import process.

    I tried it with lucid's monster example, and just by dragging the scml file, Construct imports it perfectly, creating all the containers and events. When I tried mine, it just creates the scml file without importing the sprites.

    I tried to link it manually then but I got an error when I tried to run it.

    Lucid: Any updates on Spriter? I would love to use with the plugin for my current project. If not, there's gonna be a lot of workaround.

    Thanks!

    I got that problem until I went into Spriter and gave a name for each object in the Persistent Objects panel. Double-click on the object, a little box appears, add a name. Rinse repeat until they all have names, then delete everything from your C2 file (the family, the .scml, the images, the files) and re-import it. If they show up in the editor, you have them named. Otherwise, you missed something. I hope that works!

  • How I've always gotten this to work is using a global something like this:

    On Key Pressed

    Global Variable 'Cooldown' set 'false'

    --------

    Set value 'Cooldown' to 'true'

    (Fire stuff here)

    Wait 0.5 seconds

    Set value 'Cooldown' to 'false'

    I'm away from my computer so I can't check C2 for exact verbiage, but that should work. A few things to note, if you use touch input or 'if key is down' add 'trigger once while true' to your conditions for something like this or you'll get strange problems sometimes for events such as this. Let me know if this way works for you.

  • I am wondering if there are any rules on kick starter? Many projects have way to high goals. What if they just use $2000 of $10.000. Is there no transparency? Do they just get the funded money on their balance? It seems kind of insecure. This question keeps me away from backing projects.

    You name what you think you need for funding, but you only get it if you reach your funding goal. Otherwise, you get nothing. But ALL funding options are risky. They're investments in the project, and, for some reason, people think investments always turn out in their favor. You are voting with your dollars that the project could and should succeed. The project leaders then must try to make it happen and are granted, presumably, the funding they were lacking. There is always a chance they will fail, but that isn't the intention (hopefully!).

    You can be wary of supporting kickstarters, but you generally do get some neat stuff with it all that you couldn't otherwise. And you get to give meaningful support to projects that may not come about otherwise.

  • part12studios I don't know how to differentiate between phone and tablet browsers (and my games haven't needed it yet), but you can definitely differentiate between desktop and mobile with the "is on mobile" condition (and then right-click to invert it for the opposite). I have certain icons relevant to touch screens only appear on mobile, along with mobile-specific messages, some optimizations and graphical downgrades, and a resolution change. The only problem you'll run into is that not everyone has a phone/tablet with as nice of an html5 renderer as said devices. Luckily, that problem should/will go away in the future, but for now you have to be careful because the browser won't work quite as well as an app and most phone users won't understand why.

  • Merry Christmas, everyone! I look forward to what everyone makes next year!

  • Oh, just tough it out like a real man. Rapidly scrolling your mouse wheel through all events on a single event sheet is the only "quick find" you need. Then you have the distinct advantage of monitoring all of your events at once!

  • I haven't worked much with cocoonjs or appmobi--I'm just not heavily interested in app stores for phones. But I've had a really good time working with clay.io thus far. They have a really nice API (plus a construct 2 plugin) that can handle leaderboards, achievements, and in-app purchases. Not to mention cloud saves.

    I have a freemium game I'm prototyping, and it seems most suited to just run in a browser. I've had very favorable performance tests on ipad2 and iphone4s, so it should run alright anywhere. And, really, it can only get better. I haven't tested performance on any android devices yet, so I can't vouch for them. But clay.io fits all of my needs: for the player to be able to pick up and continue anywhere, in-app purchases (good stuff! Don't be greedy!), leaderboards, and achievements so people can share with friends.

    So if you're heading towards standalone apps from the AppStore or Google Play, it might not be the route to go. But for in-browser games, they're doing it best as far a I can tell.

  • I do a rough sketch on paper (just boxes and lines) to plan out the progression, obstacles, flow, and gameplay theme. Then I often do a rough mockup in-game (boxes or basic wall elements) and then I build from the ground up. If its a platformer, that means all of the ground before decorations--and I spend a good deal of effort making sure parallax layers really add depth while maintaining gameplay. For top-down games, it means all of the ground (and return later for more detail), then walls, then decorations. I've seen plenty of people get so tied up in adding details that they forget to make the level fun/useful. Graphical flare is extremely important to me, but only for selling the gameplay or game concept idea to the player.

  • Making the starry background bigger (tiling) sounds like a much easier solution than anything else. It's the same as you would do it with a platform ear or any other kind of game.

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  • What kind of service do you have on hostgator, normal web hosting?

    I apologize for not getting back sooner! I used to use hatchling on hostgator, and it was perfectly serviceable. It won't have the speed to compete with top-of-the-line sites, but it is by no means slow and works great. I recently upgraded to baby so I could host more than one domain on the service--I have adamprack.com as my personal portfolio and adamcreations.com that will be a semi-portal/showcase of licensable content. They're hosted on the same server and I can just jump stuff from folder to folder to maintain/reuse/move content. They use cpanel, which gets the job done, and there are a lot of MySQL and plugin options, too. Most of this should be regular on a lot of services, but some may (do) charge a lot more. I've also had really great up-time and they've been pretty helpful whenever I had an issue.

  • Happy End of the World!

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C-7

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