SullyTheStrange's Recent Forum Activity

  • Sigh. Oh Microsoft, you so silly. <img src="smileys/smiley24.gif" border="0" align="middle" />

  • I doubt they would say it in the video honestly -- HTML5 support is hardly a selling point to your Average Joe, so I'm surprised it got a mention at all, forget the details. The Construct 2 community isn't exactly the niche market Nintendo's trying to reach after all. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Two main reasons that I can guess:

    1. Many people simply find it easier*. <img src="smileys/smiley17.gif" border="0" align="middle" />

    2. Many people grew up playing games like that, so that's what they want to make.

    (*I wouldn't say it is, but it's at least more accessible**. It's comparable to building something out of toothpicks or something with huge construction equipment, which one's easier to pick up?)

    (**Despite being more accessible, it's just as difficult to create GOOD pixel art as it is good any other kind of art.)

  • MrMiller, do you mean the next Xbox could be $100 MORE, or just $100? Somehow I find the latter a tad difficult to believe. <img src="smileys/smiley24.gif" border="0" align="middle" />

  • Don't get too excited just yet guys, it's a very minor feature at best and we've seen in the past that "HTML5 support" doesn't guarantee good enough performance to actually play anything.

    That said, it would ROCK if it actually works well. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Depending on how complex your obstacles are, that could get messed up in a hurry. It'll do for simple stuff though. The alternative would be developing full AI and pathfinding... which is pretty tough for a platformer. Trust me. <img src="smileys/smiley5.gif" border="0" align="middle" />

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  • Also keep in mind that a sprite with the Physics behavior will only react to other sprites that ALSO have that behavior. Otherwise it'll completely ignore them.

    And if you want to build an environment for the first sprite to bounce around in, you won't want the floor to move, so set its Physics property "Immoveable" to Yes.

  • I can't reproduce the bug on my end. It's very unlikely (at least, I think) that the Physics behavior could possibly bug out like that...

    Chances are it's an issue with your graphics drivers -- 99.99% of visual glitches are. Try updating them, and if that doesn't work, well... there isn't anything we can do I'm afraid. It probably isn't a bug on Construct's end.

  • You can still use WebStorage for a desktop game. Sounds a bit counter-intuitive, but all Awesomium does is basically launch a new self-contained Chrome, meaning it still has the bells and whistles of a browser (probably not all of them, actually, but definitely WebStorage).

    There was a glitch when it was first implemented that wiped all the data you stored when you closed the game, but I'm preeetty sure that was fixed. Someone correct me if I'm feeding this poor man lies! <img src="smileys/smiley36.gif" border="0" align="middle" />

    EDIT: Ninja'd! <img src="smileys/smiley19.gif" border="0" align="middle" />

  • One thing I definitely agree with is the "read/unread" system, it's really wonky sometimes. Rather, most of the time... It likes to tell me there's new posts all over the place that I've certainly already read. I've gotten used to remembering the order of threads instead of rely on that ("It says this has a new post, but this older topic that has no new posts is still above it..."). I guess I tend to adapt rather than complain. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Please refer to the How to Report Bugs topic. You should always post the .capx file where the bug is happening and describe how you made it happen, along with what you EXPECTED to happen.

    Without those, it's a lot harder to help you unfortunately. I'm not even sure what I'm looking at in that pic. <img src="smileys/smiley36.gif" border="0" align="middle">

  • Yeah, I'm still in the early stages of my platformer (much earlier than you, though, school and work like to keep me from making progress <img src="smileys/smiley6.gif" border="0" align="middle" />) but the thought's always in the back of my head: what would people be willing to pay to actually play this thing? On Desura or Steam it's a better scenario, but most app stores don't have many successful indie games that are more than a buck or two. Sort of depressing to see all your hard work selling for pocket change, right?

    I guess the secret is to pick a price in your head as a goal and use it as motivation. You gotta MAKE your game be worth that much, and make your audience believe it is too. $9.99 isn't breaking anyone's bank, I say go for it!

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SullyTheStrange

Member since 26 Jan, 2011

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