GeometriX's Recent Forum Activity

  • Like pretty much all 2D games, point-and-click adventure games are definitely doable in C2. Getting the basics right - user interface, character animation and movement, camera and screen control - won't be too difficult, but the more advanced stuff like dialogue trees, quests and inventory management will require a pretty high level of knowledge of C2.

    To be completely honest, there are tools out there dedicated to this genre, and I do think you'd be better off using them in the long run. This doesn't mean "C2 can't do it", just that, in my opinion, you'll get better and quicker results from using software dedicated to the creation of point-and-click adventure games.

  • I think you should still be aware of memory limitations, and try to target the lowest common denominator in terms of system specs. Obviously if a game runs badly on a medium-spec PC, you're forced to target a smaller audience.

    So, I'd say that you can definitely be more free on desktop than on mobile/tab, but don't completely ignore optimisation, and always test as you go on a range of devices.

  • Until there's a reliable way to use the system keyboard across all platforms, I'd recommend building your own.

    Here's an on-screen keyboard I made a while ago. It's hooked up to a simple word guess game, but that's just for illustration.

    If you really wanted to go with the oldschool highscore name entry thing (which I don't recommend - what a pain for the player!) then I'm sure you could do that by simply cycling through a one-dimensional array that's been preloaded with the alphabet via JSON, and adding to a text object with each current position's value.

  • Which controller is it exactly? From my experience, controllers have to support XInput to work with C2 at all.

  • It definitely prevents climbing. Getting stuck under overhanging ledges would just require a bit more fiddling of that same concept, I'd think (checking on which side of the player the wall is, then check that wall's angle, and check if the player is jumping or attempting to).

    Here's a capx for a more refined version of what I suggested before. The only thing that doesn't look great is if the player stands inside an overhang and mashes jump while holding in the direction key against the wall, which is pretty atypical player behaviour anyway. You can always extend the push by a few more pixels to alleviate this, but it depends on the animations you've got and how twitchy that'll look. If the player lets go of the direction key while pressing jump, it'll look great, though.

  • For a very rough solution (there's definitely some room for refinement), I'd suggest using two events to push the player away slightly:

    Is Player overlapping Wall at offset (-1,0) -> Player Set x to self.x+1

    Is Player overlapping Wall at offset (1,0) -> Player Set x to self.x-1

    I'd also suggest adding in a condition to check the wall's angle, otherwise the player vibrates while pushing against flat walls.

  • Ashley, Sure thing, I'll try to recreate the situation in a simple example and will send through a report. This current project is for offline play so I've only tested on Chrome and NW.

  • Ashley, I'll give you the exact scenario in which I noticed it killing performance. I have a tiled background that covers an entire layout which is solid black and 128x128 and set to 50% opacity. When I switched to a 9-patch to do this same thing but with rounded edges, I found that performance was absolutely crushed.

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  • 9-patch kills performance - it's not nearly as resource-friendly as tiled backgrounds.

    When importing art, test as you go. No point in dumping in everything in one go and then testing. Graphics are the biggest performance killer in C2.

    I spent a lot of time optimising my artwork as I got it in from the artist. You can't simply drop in whatever comes through and expect everything to be smooth. Battlefield 3 was built by a team of skilled engineers and artists who work to spec, and the art pipeline is one of the most complex parts of any AAA development program.

    The quality of the PNG won't make any difference at run-time, it only affects file size, but as soon as you have multiple transparent and semi-transparent images all on top of each other and/or moving around, you can expect performance to suffer.

  • You should rather export your song as .wav from Audacity, and then import that into Construct, which will then automatically convert the .wav to .ogg and .m4a formats, which covers all the platforms.

  • Pantaloons No problem. I've still got the example, just rearranged my Dropbox folder a bit since I originally posted. Here's the current link.

  • You could use something like rexrainbow's System Time Plugin - calculate the elapsed time between visits compared to a timestamp that's constantly ticking away. If the timestamp and the system time are different, you know some time has passed.

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GeometriX

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