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  • Probably not, unless it can run a browser engine (which looks pretty unlikely).

    Ok then, thanks.

    Just buy one with a raspberry pi then you should be able to

    Can you export to a raspberry pi? (I never used it before)

  • Doubt it. Tiny arcade is arduino operated, so a c/c++ language.

    construct is html5 based.

    The most I think you could do is remote control a html5 game where the arduino connects to a server to send controller commands and stuff.

    I dont follow arduino much though. Try searching around if you can run html5 on an arduino or play html5 games or something.

    long story short, you probably have to do a lot of code yourself for the arduino to make it happen.

    Bummer...

    It also does not come with a wifi module and it's another 60$ on top...

    Ashley , is there a way I could do this?

  • So, I'm nerding over this tiny arcade (Link: https://tinycircuits.com/collections/ki ... 7794324295)

    I think it would be very cool to make some interesting games on it and see how the devs of AAA games on systems orders of magnitude slower than what we have today were thinking when developing them.

    On their site, they provide a .zip file with some games. Each game has one .bin file and one .tsv file.

    So, my question is, can I export with C2 a game for this system?

  • If I recall correctly no capx for that particular example was made available. There are older topics on this subject with possible solutions on how it was made/how to get similar results if you look around..

    Thanks, I'll see what I can see!

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  • It moves towards the position at a constant speed and it is exact, probably what you are looking for. If you want to just teleport to a position you use set position.

    Great then, thank you!

  • I'm not sure if these are the same examples from the website but just open C2, go to New and type "particles" in the search bar. There are a lot of examples on how to use particles there..

    Thanks, but this example is not there...

  • It's just to do with the speed, acceleration and deceleration, those kind of options. If it takes a longer time to slow down it'll shoot past it or can start slowing too early. I'm not entirely sure what the perfect settings are to stop immediately but maybe somebody knows.

    If you want to move to an exact location you could try the rexrainbow moveto plugin, which doesn't have the need for physics and speed settings on an object. It simply moves the sprite to an exact location.

    Does it set the position of the object, or does it move it towards that position with a constant speed?

  • Hey, I did some screenshots - maybe it will be helpfull. I can show you anything needed... For me, this problem is dead end.

    http://imgur.com/a/lzprQ

    Hi,

    The problem is most likely in the layout the game is played... You can use the built-in C2 Event Search to find all the places your sound on/off var is located and see if it is set off at any time.

    Oh, and I was curious if the js script StatusBar.hide() is needed to hide the status bar on some phones? I used every time browser- set full screen and it did seem to make it work...

  • Hey,

    I found this demo on the C2 page and I was wondering if I can download the .capx file to see how they did the effects and particles.

    Img:

    Here's the link: https://www.scirra.com/labs/particlesdemo2/

  • It should arrive at the position you've specified.

    Here's a .capx file showing what I mean: https://www.dropbox.com/s/9mwk4301i7cjn ... .capx?dl=0

  • So I can't seem to figure out how to make an object with path-finding to go to a specific point on the layout.

    For example, I would want the object to go to x200 , y300, and depending on how close the object is to these coordinates, it would over-shoot or under-shoot the position...

    So, do you know a way to make it arrive at the exact position?

  • I just don't have a URL, the cloud service just is not working for me.

    Is there a place where I can upload and sell games?

    And if I wanted to make a space shooter game, or a platform game, how many levels would I need to make in order to sell it for around $5 or $10?

    On PC's, you could upload and sell your game on sites like itch.io, here in the arcade section (tough I haven't used the scirra arcade) or on Steam, but there it's a bit tougher as you have to pay 100$ (which do go to a charity so thumbs up to them, but is still a pretty hefty sum) and your game then has to be voted by the community trough Steam GreenLight (so it still may not make it on steam...).

    If you are making a mobile game, I think Google Play is the best(-ish) place to put your game if you are looking for a big market (but also extremely competitive...) and if you have 25$ to pay the one time entry fee. You could also upload it on other app markets like the Apple AppStore (99$/month fee), Amazon's own AppStore (Haven't used it), Nokia's AppStore (19$/month) or even on some websites for free (but on websites you need to give players an executable file of your game and it's not that great if you want to sell your game).

    On consoles it's a bit different due to their closed off echo-system... I haven't published anything to consoles yet, so I can't guide you.

    As for how many levels you need to sell a game, I think slapping a "500+ levels!" sticker on the box won't sell your game alone...

    A better way to do this would be to look at some great games in the genre you are making your game and see why they did so well, what made them stand out, what they expressed to the player and see what your game can do differently. (I don't play a lot of shooters, but for platformers, look at Limbo, Mario Bros, Snapshot, VVVVVV, Terraria (more or less) and see what made them stand out from the rest)

    They all did well because they saw what other companies and games were doing wrong and thought of interesting things to spice things up.

    And just because you set out to make a platformer, a shooter or anything else, you should not be afraid to break the genre wall and try something new.

    A good story also goes a long way towards selling your game.

    5-10$ is a bit much for (what I assume is) your first game. My first game was 1$ on Google Play and it got only a hand full of purchases (I'm not saying it was a great game or anything, but it definitely was way less than what I was expecting =D) Don't set your hopes to high, and don't worry if you don't make it big with your first game! You still have many more to make and experiment with.

    Also, as a side note, I'd heavily recommend watching Extra Credits on youtube if you are into game dev and design. They do awesome episodes about games and game design related things!

    Anyways, hope this wall of text helped you in some way,

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TRMG

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