BluePhaze's Recent Forum Activity

  • Numonic I would go through the beginners tutorial on platformers for construct as it covers using multiple animation states and switching between them when needed. I know you are no beginner to game development, but that tutorial has good info on using multiple animations. You can find it here: How to make a platform game

  • degortg YOu create a condition and use the system save or system load events. Here is a screenshot of a very simple event sheet where you click on the red sprite to save, and click on the green sprite to load:

    <img src="http://dl.dropbox.com/u/10285716/ConstructSampleScreenshots/SaveGameAndLoad.png" border="0" />

  • The free version allows you to create WIndows 8 apps, the licensed version allows you to create .exe's for desktop via node-webkit as Ashley pointed out.

    You should really read the manual and tutorials though before asking questions about basic functionality as it will save you a lot of time and effort. You can't really expect to figure it all out on day one without reading the documentation, and many folks on the forums will get frustrated quick answering questions that are answered extensively in the basic documentation.

  • Go through the basic tutorials as they cover animations.

  • I believe it's covered in the multiple resolutions tutorial, letterbox, scale, fullscreen in browser...

  • NotionGames It is still in Beta though there are pretty much daily builds released on their site, and a new drop of the Beta Build is due this week as well. There have also been updates to the Spriter C2 plugin as well. Currently the new beta has some features missing that were in the alpha due to some rewrite of the underlying engine but they are working on adding those back in the builds they have been doing. Currently the new builds support bones and also export to a series of PNG files properly so you can import them as sprite frames if needed.

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  • Bumping your own posts won't get good responses, you need to wait till someone who has the time out of their own day and tasks has the time to take a look.

  • PHysics does not detect solid, that was already stated, you need to assign physics with infinite mass (non-movable) in order for it to stop other physics objects. Reading the manual and tutorials would have already solved this for you.

  • California the last post done by Yozzik talked about the update with the persist option :)

  • Another one to watch out for, if you save a game, then an update gets pushed out for the game, then you load the updated game and have it load the saved state, you may get some oddities because the old state of the objects is loaded. For example, I saved the game state, then added some new UI components and moved some of the old UI components, did the rebuild and ran the update version, hit my load save game button, and the new UI components still showed, but the old ones jumped back to their old spot which caused a good deal of oddness in the HUD/UI layer. Just one thing to be cognizant of, the old state of objects saved does not take into account new objects which makes perfect sense, but I can also see a lot of designer getting into trouble with pushing game updates to games that support the save state features...

  • I got it working, I made a simple capx with 3 sprites, clicking on one of them saves, clicking on another loads. Clicking the third one moves it 10 pixels at a time. So I move it a bit, then save, then reload the layout, then load and it goes back to where it was when I saved it. Now I just need to find a way to save to a remote location in case I want to allow saved games to be used between multiple devices by the users...

  • Odd, maybe it is a next top level event needs to fire first type of thing for the save to finish? Maybe try with a couple of buttons one to save with its own event, and one to load? I will through some test together in a few minutes to see what happens...

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BluePhaze

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