Rook's Recent Forum Activity

  • Yeah, as I said above, "Google Chome [and some virus software] marks the download as malicious. CC doesn't sign exported EXE's (I think) so you might have to force Chrome to download it." Is there a way to get the EXE signed, in ConstructClassic so virus software no longer suspects it?

  • I wasn't sure if anyone had ever tried to do a rhythm game with Construct Classic, and I was curious, so I made one.

    The game is basically a Raptor clone with firing of the lasers taking place on the beat of the music. (At least what I thought was the beat) The ship follows your mouse, slowly, to add a little difficulty. There really isn't any gameplay. The score isn't saved between game launches. You might call this a 'glorified music video.'

    Enjoy the music, and smile that CC can do something like this.

    PS, the comet is my FAVORITE part. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":-D" title="Very Happy">

    -Rook

    Download: https://db.tt/i7uO5f9H

    Google Chome marks the download as malicious. CC doesn't sign exported EXE's (I think) so you might have to force Chrome to download it.

  • I do have a suggestion in response to large file sizes for NodeWebkit exports...

    Why doesn't Scirra create a package installer similar to Java, or Flash, or DirectX? Download that from the web site, install it. Tada, that's the 32 meg download. Every C2 game you download after that will look for the installed package and use it. If it's not there, it can link you to the download. That should make the download of a typical NodeWebkit game merely the size of the resources it contains.

  • I bought a C2 license a while back and never use it. I've tried to make some games and always run into some issue. Like it works in Chrome but not Firefox. Runs great in preview but fails when exported to the web. Today I load the game and it runs great... tomorrow I load it and it runs like crap. I really feel like HTML5 isn't ready for gaming.

    I also feel playing a game in a browser window is immensely unprofessional. "But you can press F11 and go fullscreen!" It's not the same. There's no desktop icon. Unless you create a link to a web page... yeah that's high-class. Other than emulators, I refuse to load a program (Chrome) to play a game ON it. Just... no.

    My feeling is that the people that play browser-based games are people that just want to click a link and play a game. They are not tech-savvy. They don't have the best machines, they don't even have Nvidia or Ati graphics. They don't even know what that is. So performance for these people is going to be terrible, and they're going to browse away from the game and find one that runs better.

    Then there's the NodeWebkit export. Just exporting a blank project is 32 megs. Not everyone has 2MB/s cable connections. I'm out in the woods using DSL and 32 megs takes a while to download. It's quite ridiculous to think that the 32 meg file you just downloaded is a picture of a circle jumping. That's it. 32 megs. Enjoy.

    So even though I have a C2 license, I make all my games in Construct Classic. I, personally, never experience crashes. The exported EXE files run fast even on crap computers. It's everything I need.

    *puts on his flame-retardant jacket*

  • This is one way you could do it. In case anyone else has this question. And keep in mind that my way isn't usually the best way to do it. :-D

    First you create your Sprite object. Give it (x) animations. 2 in your case. One for each of the ground tiles you want to move. Make sure to set their hot spot to 0,0 and set the animation speed to 0.

    Then you can either create the initial screen full of tiles manually, or run two loops at startup that create tiles on the X and Y axis and then randomize the animation frame. That will fill your screen with tiles. The example I included does this.

    Next, you make the tiles move. I use Every 0.05 ms move Tiles 1 pixel at 90 degrees. You can manipulate that later.

    Next, in your case, your window height is 640. So... make an event that checks the tile Y position. That same event will need another event called "For Each Object" to make sure every tile creates this action, not just the first one. If the Y position is below 640, delete the tile, and create a new tile at X coordinate(tile.x), Y coordinate(-32), then set that tile's animation frame to random(2)

    That should do it. And since I suck Raptor-turds at explaining, I included a capx. You'll need C2 version 146 or higher. (I think)

    Capx: db.tt/N7S3i683

  • I was able to get C2 to display Japanese when using a unicode font. But, sadly, the fonts are too large to embed. So unless your users have the same font, the characters will show up as boxes.

  • I have some video links and a new animation I have been working on.

    youtube.com/watch

    youtube.com/watch

    and the new animations I'm trying...

    youtube.com/watch

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  • Those are some great ideas C7! I know exactly what you're talking about with blue shadows. I have seen it as well. And the idea of having 100% black shadows all on one layer and then making that layer translucent will keep me from having ugly overlapped darker and darker shadows. Thanks for the idea!

    I'll keep working. I'm currently annoyed with animating so I'm making a series of attempts at bone movement. It's not too hard but I have some more testing out to do. I'll try to have an update soon!

  • I've got some little crab enemies in the beach level. Some squirrels in the Wooded area. I'll keep working tho. Thank you for checking it out!

  • I've been working on an RPG using Construct Classic for some time now. I haven't posted anything on it so I thought I would take the time to do it now.

    I started out just working on 8-direction movement, RTS movement on mobs, and some animation tests.

    <img src="http://dl.dropbox.com/u/60872572/Forum%20Topic%20Files/RPG001.jpg" border="0" />

    Once I got the behaviors under control I started creating graphics for the character and the area. I started with a wooded area. Real basic.

    <img src="http://dl.dropbox.com/u/60872572/Forum%20Topic%20Files/RPG002.jpg" border="0" />

    Then I worked on adding layers for house interiors and exteriors as well as new trees.

    <img src="http://dl.dropbox.com/u/60872572/Forum%20Topic%20Files/RPG003-2.jpg" border="0" />

    <img src="http://dl.dropbox.com/u/60872572/Forum%20Topic%20Files/RPG003.jpg" border="0" />

    Then I started working on a story and an actual starting location and intro sequence. So here I have the beach, mostly how it will look when finished.

    <img src="http://dl.dropbox.com/u/60872572/Forum%20Topic%20Files/RPG004.jpg" border="0" />

    While I still have things to finish on the beach, I started working on the Beach Cave textures. I could use some feedback on aesthetics of the cave. I'm a little clueless on caves.

    <img src="http://dl.dropbox.com/u/60872572/Forum%20Topic%20Files/RPG005.jpg" border="0" />

    So this is where I am right now. Thank you to FrenchYann for his help with fading. I hit my head over that for weeks. I'm trying not to ask too many questions. I can usually find some way to implement a feature even if it is long and drawn out.

    Hope you like what I have, so far, and cheer me on to keep pushing forward!

    -Rook

  • Im having the same issue, only this one is with Resource.csx.

  • tewn fixed me up! I had the Math Plugin set as "Global" when I wasn't supposed to. Unchecking global allowed music to play and still change layouts.

    Tho it's strange that you could still leave Math on "global" and change layouts so long as you didn't have any music.

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Rook

Member since 5 Feb, 2012

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