glerikud's Recent Forum Activity

  • No problem

  • I'd do some testing. If the game works fine for you and for your testers, then I see no reason to upgrade before the final export. However, you might want to do some testing with the newer NW.js.

  • It's basically the same if you use LocalStorage. But if you really want to stick to a deprecated feature, then just right click in the object selection window and select show deprecated plugins.

  • I've got one question about that though, how is the performance impact? I will have a couple of enemies using this,

    so do I have to use the old fashioned "despawning" dead bodies (destroy by fade-out) way or can I keep them safely flopping around on the layout?

    It's always a good idea to optimize, especially considering physics, even if it's chipmunk. I suggest wait a few seconds after the ragdoll effect begins and turn off the behavior for that object. that way you still have your enemy bodies (so you don't have to despawn them), but the computer don't have to bother further physics calculations.

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  • If you can, use Tetriser 's version. It's a more flexible way of handling this.

  • Export it with NW.js and try the exported version. Is that still the case?

    Looks great. Are you using any custom WebGL effects with Construct 2?

  • Sure, here you go:

    https://dl.dropboxusercontent.com/u/166 ... ample.capx

    Is this what you've been looking for?

  • You should use variables to unlock different levels, and save-load that information using local storage at the beginning of your game.

  • Construct 2 compresses the audio files for you (into .ogg and .m4a). You can set the bitrate when importing.

  • For the easiest method just check the "Signed" option in the XDK project's build settings.

  • Scirra has expanded in the near past (they hired a developer), and based on Ashley's posts they plan to expand again. But it's their business how they manage the company.

    By the way: IMHO, multi platform support for the editor is not needed. If I want to run it on the Mac or Linux, I can use Virtual Box with Windows for it. Also multi Language support is not needed - not for the editor. People who are not (enough) speaking English, are mostly Kids. The problem is: they usually have no own money.

    I see your point, but I think many of the users would not agree with this. IMHO if cross-platform can be supported by designing the new editor towards that from the beginning, it's a good selling point and a welcomed feature by most of the users. Remember, not all C2 developers can run a virtual machine or have stong enough computers to do so.

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glerikud

Member since 8 Sep, 2011

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