Aphrodite's Recent Forum Activity

  • I think the OP is talking about creating games and selling licenses to a/some publisher(s) mostly, so we are not talking about ultra original big games, but rather fun games that are still good

  • These are great tips. If you do a serious game (like a game to publish to a store or to a publisher) I think those are the minimal requirement, also I'd like to remember to make it easy for the player, like really, the player should not even be confused about what an option does in the menu, also skippable cinematics are good.

  • https://www.scirra.com/manual/88/anchor

    "The Left edge and Right edge position the object relative to the window corners, without changing the object size. For example, if the Left edge is set to Window right, the object will always stay the same distance from the right edge of the window."

    This is not right Edge but Top edge

  • Personnally, I recommend trying on the devices themselves if possible (preview over wifi), export frequently to also try the exported version on the mobile (through a browser personnally).

    I'm gonna copy paste a skype post I've made:

    "-there is not only one resolution, nor aspect ratio, so I do the following

    choose a basic aspect ratio, one you like to work with, I personnaly like 4:3, and also a resolution that correspond (I like 800x600)

    Enter it in the "window size" propriety in C2

    Right now your game is set at a resolution, however, it won't appear fullscreen on all devices, to do so, you can:

    Set fullscreen in browser: Scale inner or Scale outer (scale outer will display more, scale iner will display less)

    Use the system expression ViewportLeft(Layer), ViewportRight(Layer), ViewportTop(Layer), ViewportBottom(Layer) to place the elements of the HUD and others, these expression calculates the positions of the left, right, top and bottom border of the screen

    use the browser object to detect if the user is on portrait or landscape"

    Also there is ot a standard for locking screen inside browser I think, so you cannot be sure it will be locked, however you can still detect the current positio of the device

  • "-Can i sell my html game made with C2 on platforms such as MARKETJs? they want a source code nope? How will they get it if it's made with an engine? "

    At the end you get a valid html5 and javascript file, as well as ressources, so that shouldn't matter

    "-Can i sell my ios/android game made with construct and wrapped with cocoonjs? Here i'm sure companies want source code. So i can't?"

    Don't know, but I'm sure not all ask for source code

    "-Ad mob, mopub, leadbolt and all the advert stuff give SDK. I can't use it neither if the game is developed with C2?"

    You would have to adapt their SDK (through a plugin or execute javascript action)

    "-Why there is no ads companies for html games but so lot for mobile games?"

    can't anwser that

  • In your case, you'd maybe want to apply the effect on a layer instead

    EDIT: I missed a part of your first post, my bad, but I still think layer are the way to go, maybe there is a better solution.

  • When I exported my game to HTML5, I noticed C2 only made sprite sheets for the animations. Am I doing something wrong? I don't see the option to export all images into sprite sheets and I don't see a way to import my own sprite sheets that won't end up getting chopped up by C2.

    That is perfectly normal, it does sprite sheets on export to reduce downloading time, while still give feedback on how much is downloaded.

    If you play your game, it should work just fine

  • Could we provide at least a version of node webkit with this blacklist disabled as well as the normal one?

    with an help file descripting why It is unstable for some computer, but could be faster?

  • She was upset

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  • I know, your local key doesn't exist at first, so it's value is "", compared as number, it becomes "NaN", just do that and it'll be good:

    And for your menu:

  • If the crosswalk export could be handled in C2 itself, it would be great, I couldn't make the Intel XDK work well personnally, Because my PC isn't that great (not talking about builds themselves, the entire XDK, the building still didn't work though, but I think it has been corrected), also calling it Android and seeing a html at the end can be confusing, also being able to export it directly would also help timewise I think, but it is still a personnal opinion.

  • I am not sure at all it'll work, but:

    you can try to set an acceleration upards, the same value as the gravity, when the object is created (It should stop the falling), then add a velocity upwards too

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Aphrodite

Member since 20 Dec, 2011

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