Aphrodite's Recent Forum Activity

  • Well, this topic started out as a request for a preview mode warning... now it is going to be "What JoJoe did wrong to make it export improperly" I am afraid.

    jojoe

    Can you explain to us what do you mean by:

    "Drag and drop means Save, and open load dialog randomly."

    and

    "Mouse cord's are totally different between preview and exported.(even thought you are previewing in node webkit)"

    because the preview in Node Webkit should be equivalent, if it isn't, I think it is a bug in the Engine (since previewing and exported aren't done the same way), and so should be reported as it if it is the case

  • And what is the point of making an HTML5 console when you can run HTML5 content on almost any PC, laptop, smartphone, tablet ... even on Smart TV.

    tgeorgemihai

    Well, I think a working console, with a good way to find games you like, and well-designed services (like community stuff and other functionnalities to get really into gaming and developement, like some kind of developement/graphics/etc communautary section) can make it worth it.

    I don't say that this actual product does, don't get me wrong.

  • I agree with jayderyu , a console is not the operating system, not the hardware (well, sort of, but not the most important)...

    A console is the games, the ease to use/develop, I want to play a game? It has to be easy from every part, the options for the console? have to be easy.

    Console is for gaming, the other things are optionnal.

    To be a good console, I think:

    -Needs games on it (I wouldn't mind an integrated game like the master system did, but not an obligation), enough games to keep it attractive

    -Needs to be a solid system (aka : no 10 fps per games)

    -Needs to be worth it (to anwser all the "Why should I buy this if I can play it on my own PC"), so to have a gaming argument

    I am not a console-selling expert, so maybe I am saying things that don't makes sense, but that is what I expect from a console

  • also with what 7soul said

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  • As Arima said:

    "No one starts out a master!"

    You don't have to compare what you have done with other things that had been done by more experienced users, no, you should see them as what you'll be able to do one day, and even more, the first ever video game I did wasn't that great, but I knew that it was only the beginning.

    Learn from your experiences, something is bad with your game?Remember that for the next time, and also look at the good things of your game, people tends to see the bad points more than the good points, but being able to see what you think you did great is also really good.

    Perfection don't exist, and perfect people can't improve at all, you can improve, like any of us can, and that is what you shall remember.

  • Change your "Jump up" condition with 'is jumping' or 'on jump'

    Explanation:

    'is moving' apply when you are jumping, but also when you are moving left or right, so the run animation isn't played, because if you are moving, the last thing C2 see is "do jump animation", not sure if this will correct the jumpfall though

    If you think adding 3D will prevent C2 from getting more complicated, and more prone to issues, you're fooling yourselves. 3D will bring with it a whole slew of new headaches that aren't going to be easily solvable with a drag N drop event system such as this. C2 will need to add a whole new layer of complexity to deal with it, and in the long run, 2D game makers will avoid C2 because of this added level of issues. You will in effect kill the excellent 2D game engine to add something that only a few would actually use. I have no desire in 3D whatsoever, and chances are I would avoid using C2 because there is no way the 2D engine will not be affected by adding 3D capabilities.

    wizaerd:

    I don't agree with the part in bold, because we can't know, some says also that the event system just couldn't be effective in 2D. And it is..

    Yes, 3D is far more complex, And I think it should be dedicated to another program, which has the same event system as C2, but in 3D (if it is called Construct3D, I think i'll laugh) The event system is possible in 2D, and to see it in 3D isn't impossible, in fact, It's just matter of how it is designed:

    -how to choose the point of view, and the region seen

    -how to render objects on screen during play.(which has been done with external plugins before, so is possible)

    -how to render all of that in "layout view" (maybe a system of 2D screen(s?) representing 3D, or a full 3D interface)

    -having behaviours and event adapted with 3D (it can be also done)

    -and the important: having the user understand that, and if designed well, the user will understand, it is just a matter of simplification yet accuracy in what the program explain.

    So it can be done well, but shouldn't be in C2 itself in my opinion.

  • Which version of C2 were you using?

    Also, It seems that bad graphic cards driver causes sometimes (more like "a lot") crashes of the program, maybe Updating your card driver can help

    If that don't help, and you don't get other responses, you can ask supportbfm@scirra.com with:

    The error message

    The versions of C2 which are concerned

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  • I understand what you feel, And I learned C2 by reading the manual, taking time to it, struggling with it, playing around with it, gently making love with it (It was my first time using C2, so the joke was obvious).

        I encourage everyone first to do little things with C2, just to adapt to how the interface works, then start reading the first tutorial (which could be(is?) with C2 itself) with the manual so you understand clearly.

        If you have trouble, try to read the manual/see if you've done changes to your events that causes a problem, then do a little search in the forum.

        

        If you are still having trouble, then post your question, with also what you understood / think about the problem you're encountering, eventually what you've read that you think is related, so we can know what you've done.

        But Still, I found the first post a little agressive, and it can make new users think they are responsible for not finding awnsers themselves, where it is not the case.

  • Hey Aphrodite thanks for the help this is exactly what I asked for. After implementing the solution I realized the sprite was moving a bit to slow so I made a small adjustment.

    OriginalSpriteX - (-OriginalmouseX+Mouse.X)*6.5

    It still needs some fine-tuning but I'm gonna keeping playing with it. There is one issue I ran into when testing. I noticed that if I'm using full screen mode and decrease the window size the sprite seems like it's moving faster. It's really not. It just has less space to cover before it's out of the canvas. Do you know of any way to adjust the distance the sprite will move based on the size of the canvas?    

    Kahless

    Maybe the WindowWidth and WindowHeight expression can help you, they adjust to the size of the window displaying the game.

  • Personnaly, I will:

    -deactivate scrolling with the character (don't know if possible with ScrollTo Behaviour)

    -then scroll to the exact position I want

    -and finnaly make wall appear at the borders of the screen (just outside the screen), so the can't get out.

  • If I get it right, you mean:

    If I drag the mouse up, the sprite goes down

    If I drag left, the sprite goes right

    Etc..

    I would say :

    On any left Click :

    Set a variable named OriginalmouseX to Mouse.X; Set a variable named OriginalmouseY to Mouse.Y

    Set a variable named OriginalSpriteX to Sprite.X; Set a variable named OriginalSpriteY to Sprite.Y

    left click is down :

    Set Sprite position to:

    X : OriginalSpriteX - (-OriginalmouseX+Mouse.X)

    Y : OriginalSpriteY - (-OriginalmouseY+Mouse.Y)

    I think this will work (if the sprite go to the same direction as the mouse, just change the - to a +, sometimes I make error with signs)

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Aphrodite

Member since 20 Dec, 2011

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