Elliott's Recent Forum Activity

  • To be honest I always assumed that buttons appeared in the raw HTML as they exist outside of the canvas - this would make adding the above code very straightforward. I must have been dreaming though, as they don't in the quick test I just did... now I'm very confused!

    Ashley or R0J0hound for confirmation?

    Merry Christmas!

  • They wont, FTP is simply the method with the export will be uploaded to the website

  • Yes - you'd simply export the game as HTML5 and then upload the files to your site's public_html via FTP or by your hosts file manager (i.e cPanel)

    You can then use any password protection you would use on a standard webpage; though most hosts will offer a simple though basic password protection feature. Alternatively you can just delist the page from search engines, hide it from crawlers, and give the page address a gibberish title and then share that with your audience.

    If you're using C3 you can create a ephemeral preview that exists for as long as you maintain the preview with Remote Preview

  • I managed to get a workaround with the following:

    + System: On start of layout
    -> mobiPath: Spawn deathBullet on layer 0 (image point 1)
    -> deathBullet: Set angle toward (mobiPath.ImagePointX(2), mobiPath.ImagePointY(2))
    -> deathBullet: Set distance to mobiPath.Width
    
    + deathBullet: Bullet distance travelled = deathBullet.distance
    -> deathBullet: Destroy
    [/code:1dd5rjdu]
    
    I still have no idea why the first example didn't work - in my head they do the same thing
  • Hey guys, could someone check my logic - I have no idea why it's not working!

    + System: On start of layout
    -> mobiPath: Spawn deathBullet on layer 0 (image point 1)
    -> deathBullet: Set angle toward (mobiPath.ImagePointX(2), mobiPath.ImagePointY(2))
    ----+ deathBullet: Bullet distance travelled = mobiPath.Width
    -----> deathBullet: Destroy[/code:wbxm5uy9]
    
    I'm trying to make a spawner create an object that will travel the distance of its parent before being destroyed - but the above code doesn't work
    
    Any insights would be greatly appreciated
  • Try Construct 3

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    I think Construct has a lot of potential. It is great for producing prototypes rapidly. For smaller Indie companies, I think Construct could even be used commercially if Scirra put more emphasis on the export and distribution process. C3 needs a native mobile share function and an export to Android/iOS with maximum work flow efficiency. That way more companies would use this software.

    I agree that C3 needs a native share function* - but the reality is that this benefits indies more than companies; agencies and corporates will simply write their own functionality and bundle it as a plugin.

    * Do the web share functions just not work when wrapped?

  • If you export the project as HTML5, you can edit the buttons by editing the index.html in a text editor like Brackets or VS Code

  • I don't quite have the time time to comb through am 11,000+ line CSS file, but I will save you some time by saying that you can style Constructs HTML elements by simply targeting their element followed by their type - rather than a class or id.

    For example:

    Textbox:

    input[type="text"]{ /*Your CSS*/}

    Button:

    input[type="button"]{ /*Your CSS*/}

    And so on.

    If you require more granular control, you can style the elements by inlining the styles through editing the exports .html file

    EDIT//

    Having read your latest post - I would simply suggest editing the exported HTML file to include the material CSS as an external stylesheet and adding the classes and extra attributes outlined in the tutorial to the existing form elements (being careful not to change the ids, as I assume that's how Construct knows how to tie in event logic)

  • Yes* - however once it becomes a C3 project, you will only be able to open it in C3.

    *Assuming it doesn't use a 3rd party plugin that the developer has not ported to C3.

  • Both C2 and C3 support multiplayer.

    C3 is the latest version of Construct that works on the vast majority of devices and platforms (PC, Mac, Chromebooks, mobiles, tablets... it goes on!) whereas C2 only works officially on Windows PCs.

    In terms of practical end-use features, C2 and C3 are currently tied - as they both use the same runtime (the underlying engine that powers Construct games).

    However C3 has a dramatically improved UI and tweaks to existing features (such as the array editor, which provides a visual aid - something lacking in C2) - the full list can be found here.

    Whilst they seem very similar now, C2 to C3 represents a paradigm shift towards a more flexible "tool". I'm remiss to call C3 a tool as I personally view it as more of a service, and C2 as a product. This is reflected in new export features (C3 offers automatic Android app generation and official IAP plugins), and subscription based pricing model; which allows the devs to iterate on existing foundations.

    Moving forwards, C3 will receive an updated runtime that will offer better performance and capabilities, making it the logical choice if you have ambitious ideas that will push the engine to its limits.

  • Is there a reason you aren't using Construct built in social plugins?

    Whilst it's unlikely that you'll ever see a company outright endorsing any software, they will often make use of contractors, freelancers and creative agencies that do.

    In terms of big game devs - Insomniac Games, the creators of Spyro, Ratchet and Clank, and the upcoming PS4 Spider-Man game, have made prototypes in Construct.

    In terms of creatives, I'm not as certain on this (so I won't name them) - but I believe a colleague made use of Construct as a Flash/Animate replacement for interactive content for one of UKs largest and most famous animation houses.

    In terms of big corporates, I use Construct to produce prototypes and finished drafts - the largest company being a multinational that ranks very high on the top 10 of the Forbes Global 500; though as with all corporate clients, this was for a very isolated (though nontheless brand-named) division.

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