Potato's Recent Forum Activity

  • Here are some of my favorites:

    1. Metroid

    2. The Legend of Zelda

    3. Zelda II: The Adventure of Link

    3. Duck Tales

    4. Kid Icarus

    5. Willow

  • It's a cute point & click game, i like it, also the bg music sounds nice.

    about the game:

    • In the dining room if you check the MAP, and exit the MAP, you can no longer click on anything except LOOK.

    to fix it i have to exit the game and not checking map in the dining room.

    I haven't tried all the rooms, but you might want to double check also.

    • Because the ghost is always on the same position, it's hard for me to tell which room i came from, so i got lost easily.

    My suggestion would be to position the ghost near the door where you came from,

    that way it's easier for me to back track to previous room.

  • The one that I use quite often:

    1. Chrome / console log

    2. SpriteFont

    3. EaseTween

    I vote for Something Else"

    An official support for Sprite Font would be nice.

    My next game would require quite a lot of text and

    • using default installed fonts doesn't look nice
    • can't find Web font that suit my needs
    • I need to use my own old school looking custom font
    • Right now Mipey awesome SpriteFont plugin is no longer supported and last time i heard it's not working well with Cocoon.

    So yeah, an easy to use Sprite Font, would be nice to have.

  • Thanks guys,

    I did say that the game is made using Construct 2, sadly I don't really have control over the article/blog post, it's probably related to legal stuff I'm not sure.

    But hopefully if someone interested enough to know more, and they look at the source, they will find out that the game is made using Contruct 2.

    Also by googling it, hopefully they will find this thread :D

  • Hi guys,

    I did a Guildwars 2 fan-made game on my spare time, and my team lead decide to post it on the Guildwars 2 blog, here it is if you interested to read about it & and also play the game of course :

    <img src="http://i34.tinypic.com/akjpyx.png" border="0">

    <img src="http://i37.tinypic.com/wt6050.png" border="0">

    https://www.guildwars2.com/en/news/presenting-the-rytlocks-critter-rampage-game/

    I intentionally make it pretty hard and rage inducing <img src="smileys/smiley16.gif" border="0" align="middle">

    Anyway without Construct 2 it wouldnt' be possible to finish the game in 3 weeks. Construct 2 is awesome, yay !

  • On your Event 5 if you're using:

    SetSpriteDirection (ObjectsCreated.CurValue)

    It will works.

    Right now it's SetSpriteDirection (Sprite.UID)

  • Also, make sure your MARKER and your "newly created" SNAIL is on the same layer (the one with PARALLAX set to 100,100) not in Background / UI layer.

    You can specify the layer when you create the new object (using layer index or "layer name")

  • I have few questions for those who have experience building level using TiledBackground.

    1. Is it ok to use only one huge TiledBackground object (Tile size is 32x32) to cover the whole layout,

    or do i need to split it into smaller chunks ?

    For example using only 1 TiledBackground object (tile size 32x32) to cover 2400 x 640 Layout,

    instead of several small chunks, let say 10 TiledBackground object each with 480 x 320 in size.

    I read somewhere (forgot where it is) that it's better to split bigger objects,

    so I wonder if the rules still applied to TiledBackground.

    2. Which method do you guys think is better practice to build level from Tiled Background,

    something like this: (a simplified example, the real thing will be hundreds of tiles with different types)

    <img src="http://i48.tinypic.com/2070r9g.png" border="0" />

    METHOD 1

    1. Less object, but some overlap happens:

    <img src="http://i45.tinypic.com/169oy00.png" border="0" />

    Only 3 objects (2 type of TiledBackground)

    METHOD 2

    2. More objects but no overlap happens:

    <img src="http://i50.tinypic.com/21b2i6c.png" border="0" />

    7 objects (2 type of TiledBackground)

    METHOD 1 definitely is faster and easier to build

    (however I wonder if those overlaps will cost a rendering time in the long run ?)

    Thanks in advance

  • Link to .capx file (required!):

    https://dl.dropbox.com/u/39382262/BUG/ByWall/ByWallBug.capx

    <img src="http://i49.tinypic.com/othifo.png" border="0">

    Steps to reproduce:

    1. Walk to the edge, under the YELLOW brick (either left / right side)

    2. Press UP first to jump, then press LEFT / RIGHT when you're right in front of the YELLOW brick

    3. Sometimes HAS / BY WALL will miss detection

    4. Also try moving backward 1 grid, then press UP+LEFT / UP+RIGHT at the same time

    <img src="http://i46.tinypic.com/30de0kl.png" border="0">

    Observed result:

    Sometimes HAS / BY WALL condition will miss detection

    Expected result:

    HAS / BY WALL always detected correctly

    Browsers affected:

    Chrome: yes

    Firefox: n/a

    Internet Explorer: n/a

    Operating system & service pack:

    Windows 7 x64

    Construct 2 version:

    123.2

  • using my 100th post to say you're the best dev ever Ashley,

    Thanks for listening <img src="smileys/smiley20.gif" border="0" align="middle" />

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  • Thanks guys, I'll do that for now.

    Still this stuff is kinda weird though,

    Because when you're reading those simple event, it logically looks correct.

    Adding "Wait" or any other trickery to make it works seem to be against common sense (And IMO will add more quirk to how C2 works).

    Maybe my suggestion for this case is:

    • On finished is triggered at the end of the tick, instead of at the start of the tick.

    This way whatever applied to the "On finished trigger" will be applied at the start of next tick right away.

    However I don't understand the implication that may caused by the change,

    so I guess for now I'll just have to live with this.

    Just FYI, another thing that I thought is a C2 quirk is this one:

    http://www.scirra.com/forum/r103-new-spawned-obj-is-triggered-by-mouse-click_topic56718.html

    The fact that an event is triggered on a newly created object when you haven't done anything to that new object really confuse me.

    (maybe not for those who already use C2 for a while, but for new user this stuff is confusing)

    Keep piling this little quirk and it will be harder and harder to track a mistakes on bigger project.

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Potato

Member since 9 Mar, 2012

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