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  • 1 is definitely particle effects. 2 looks like a mix of very subtle manual animation (Spriter would handle this nicely) of the tree trunks, and either manually animated leaves or just creating a separate object that's given the sine->rotation behaviour. You could also do the tree entirely in Construct with a mix of the sine and pin behaviours with separate trunk and branch objects. Judging by the random angle of the leaves, 3 is either a few different particle effects or a jury-rigged particle emitter that uses sprites with some sort of movement behaviour (probably bullet).

    Getting the particles to behave in the exact way that you want will take some practice, but here's an example to get you started.

    [attachment=0:23etsdvz][/attachment:23etsdvz]

  • There's a plugin for that:

  • If you can reliably recreate the issue with step-by-step instructions, I'd suggest that you post a bug report. I haven't tested enough to find any consistency.

  • Does the NW window stay open in the background after the first time you test, or do you close it? I've found that Construct often gets confused if the preview window in Chrome stays open, either not running the preview at all, or just not switching to it.

  • Enigma Virtual Box handles this quite nicely, and is free. It can bundle the entire exported folder into a single, protected executable. Of course, nothing is hack-proof, but if you're worried about this sort of thing, then it's better than nothing.

  • Today I decided to experiment with the idea of pushing parallax layers to their limits, with the goal of creating a real sense of depth and engagement with the player while retaining the feel of a 2D game (so no technical trickery, just optical trickery).

    My idea started as this: I want a side-scrolling beat-'em-up presentation in which the player can see inside buildings that they walk by. Easy enough. But then I thought about putting in a reflection map of sorts to connect the player with what might be behind the camera. Then I got silly, and added in a few more layers. Eventually I ended up with this:

    [attachment=0:2r6l0nee][/attachment:2r6l0nee]

    You can grab the file here [r182, 2.5MB]. 90% of the interesting stuff happens in the layer properties panel, between parallax settings, effects, z-order and blend modes. You can see it in action here.

    I'd love to hear anyone else's thoughts on the subject. How to improve that illusion of depth or tweak it, or some other snazzy ideas or implementations you've thought of. I've specifically chosen an indoor scene because I think it's the most challenging (and rewarding), but I'd love to see any interesting outdoor scenes as well.

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  • Some of the issues with seams have already been solved. If you turn off pixel rounding, set sampling to point, and fullscreen to letterbox integer scale, you can play with the fullscreen options at runtime (browser: request fullscreen, for example) to get good results.

  • You will need to update the version code to increment based on the previous version code, but that only comes into effect with Application Loader; it should at least build in Intel XDK regardless of what you put in (and long as something is there).

    Hmm, so everything else should be fine. It's worth asking: are you running the absolute latest version of Intel XDK?

    I'd also suggest that you create a new project file, just for the sake of testing and ruling out possibilities. Maybe something became corrupt along the way.

    Also, just to be clear: you've actually selected the icons, splash screens and provisioning files in the project config, instead of just placing them in the www folder?

  • iOS export works for me on Intel XDK, using the exact same files as the "Android" export from C2, so you're probably just missing something.

    Does building for Android Crosswalk work? Does the emulator work? Have you configured your project settings (version code, App ID, etc.)? Have you imported all the necessary icons? Have you imported your ad hoc and/or production provisioning files?

  • Ooh, okay I see what you mean. Right on then.

  • The logic will generally look something like this, just to make sure that you've got it down right:

    1) Player completes level X and sets a score, let's call it a global variable LevelScore.

    2) Compare score to currently saved high score (compare as a number), called WSLevelXScore or whatever.

    3) If the current score is higher, set WSLevelXScore to LevelScore.

    4) Then you set your text objects on the level select screen.

    The last bit is tricky, because it requires that you set each text object individually. You could create ten different text objects, but its much easier to create one and clone it nine times. Each time you clone it, you're adding 1 to its IID (instance ID, starting from 0). So to set the scores to each of them, do something like this:

    System : On Start of Layout, Repeat 10 times, Pick nth instance (ScoreText)(loopindex) -> Set ScoreText Text to WebStorage.LocalValue("WSLevel"&loopindex+1&"LevelScore").

    I've attached a quick example of the last bit.

  • No need to build sprite-sheets beforehand (in fact, you can't).

    You can import sprite sheets by right-clicking in the animation frames panel and selecting import frames -> from sprite strip.

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