BadMario's Recent Forum Activity

  • Maybe there is, but I don't know about it.

    I just add a new animation and delete the old one ( instead of deleting all or almost all frames one by one ).

    And yes, if it isn't us who are nuts and just can't find it, than it is nuts.

  • [quote:3u66hr0i]And you better have a lot of patience: a lot of stuff can be done with C2 just like you can dig a hole with a spoon, it works but so inefficient.

    Really?? To me it's more like eating soup with a ladle, much faster than it should be. I think Construct is quite efficient at least if your aim is to export HTML 5 games. I don't really know, nor do I care about desktop and mobile options right now, you can play HTML 5 games full screen on mobiles anyway, without installing anything.

    They should make sure google ads can be easily displayed within games, that is missing and is the most important thing they could do, but seems they don't care about it. So far that is my only gripe ( to lazy to code it myself maybe, I'd rather spend time making actual games ).

    In the end, don't fall in love with any engine. Just figure out what works best for your particular game and go with that. Imagine your final product, then in your head work slowly backwards and see which engine will cause you the least problems at each step of your development.

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  • have an on-start of layout event and put this group there, but make cure it's active

    then right after that have a sub-event that deactivates it

    That way everything should execute before being deactivated

  • I do it with:

    if animation frame = ( end frame of your animation's attack hit here ) and overlaping enemy = true

    end frame because that is usually end of hitting or stabbing motion animation, but if you have a more complex animation you'd use whatever frame the hit/stab happens at.

  • Isn't this completely counter intuitive. Everybody would expect a single tap to result in a normal jump and double tap to result in a double jump.

    Unless this is some reverse gameplay thing, to make things tricky for players, it really makes no sense to have it this way.

    If you really need to have it, then start a jump on single tap, then if no second tap within a second ( or whatever time ) just jump again from current position for a second jump. If player taps again nothing happens ( so gravity brings him down after the initial jump ) and you reset tap count to 0.

  • You just need a global variable called score. Then you can display it in any layout ( for example Text.Text = score

  • Unity does a lot of things for you and you don't need to know C# or javascript to start developing a game with it. One can take a few days to go through tutorials, get the basics down ( C# syntax and Unity interface ) and start development. Then learn the rest as you go.

    Now the question is whether you really need Unity if you are not developing 3D games

  • No, currently don't use any of those game distribution sites. I distributed a couple of games myself, basically by emailing 4-5 bigger sites, and it went OK. These are just your regular portals, not the ones that distribute games to other portals.

    Problem with Construct games is you can't just ad CPM Star ads anywhere in your game like you could with Flash games ( I'd have a pre loader ad, and end game ad on the side, so it would not disrupt gameplay.

    The whole thing sucks compared to Flash days, so a different approach may be necessary.

  • I am curious too about some of these game distribution portals that share revenue with you. They only give you 20% of ad revenue in some cases which seems low.

    In Flash days I used to get over 3,000,000 plays each month and kept 50% of revenue with CPM Star.

    If Scirra paid attention to what really is important ( incorporating adsense into HTML5 games ) then we could have something like that again. If not, as soon as I have enough games code my own, ( or pay somebody to do it for me since I am not really a javascript programmer ) and create my own game distribution portal.

  • Obviously it depends on what you have in your game, but I usually have big background images or crowd animations in sports games.

    Running those sprite sheets ( after export from Construct ) through tinyPNG ( or some similar program ) does reduce file size by up to 70%. Image quality looks pretty much the same, but I don't do it with main elements/sprites in the game. They are usually smaller in file size anyway, and I don't want any compression applied to those.

    So yeah, a 15 MB game may easily drop down to under 10MB simply by doing this to some larger images in the game

  • Well, that only works on Scirra arcade. They should make it so it works everywhere or they should stop blocking outgoing links from the arcade. With links being blocked I don't see the point of publishing anything to the arcade.

    So you will have to use either something like Google play or your own database if you have that with your web host. There are tutorials around how to do this with php.

  • >>>You just need to reload the page and it will use the new version. The first load after an update detects the update, but loads the old version; the second reload starts using the new version. <<<<<

    Never works. In Firefox I can keep reloading until my arms fall off, still shows me cached version. Same thing on Galaxy phone, their browser or Chrome for Android. And it has never worked, not even once for me.

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BadMario

Member since 3 Sep, 2015

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