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  • Lovelocke64 One thing I should also point you to is that Construct Classic allows for PC game creation with DirectX, etc... as well and is free, though it is no longer being developed, it is still available as well. You lose the HTML5 cross platform capabilities, but if you want a straight .exe that may be an option as well.

    I am currently digging through the field of wrappers, etc... myself in my quest to publish my games across Windows 8, Windows Phone, iOS, Android, Nook and Facebook. So I am going through much of the same. My approach and workflow currently is going something like this:

    Build the core game

    Save a version for each platform I wish to target.

    Go into each version and make adjustments as needed.

    Currently I am focusing on Windows 8 and Windows Phone as they are two of the fastest growing markets currently. But once I have everything done and working on those, it will be a matter of seeign where the Android and iOS exporters are at that point.

  • dino000 you may want to look through the tutorials as their are tutorials for publishing the various platforms. Microsoft, Google and Apple all charge a registration fee to be able to publish to their respective stores as well. You should decide which platforms you want to target and then check the tutorials for it.

  • At the end of the day Construct 2 is an HTML 5 game development environment. That is what it does. If HTML 5 does not meet the requirements of your game, then there is really nothing Construct 2 can do about that. Any export options are going to be wrappers that wrap an HTML5/JavaScript game. It does not make native apps, it wraps HTML 5 in a native app wrapper, but it is still HTML 5 underneath. Some wrappers may accelerate it more, but at that point you are looking at the developers of those wrappers.

    Construct is run by a 2 man team. Most of the teams working on these third party wrappers are bigger than that. The developers of those wrappers also tend to make plugins for Construct 2 and other engines as well. Construct has a published SDK that can be used to create plugins. It benefits the wrapper developers more to develop plugins to work with each of the game creation frameworks than it does for the game creation tool developers to try and figure out how all the wrappers work and then try to integrate them all into their tools. It is also much more efficient as focusing on making sure all the platform and wrappers can be directly integrated would take up the majority of their time and no new features or optimizations would happen to the core product. What makes more sense, having the folks who write the wrappers and know how they work make the plugins, or having the folks who don't work on the wrappers every day work on integrating them?

    At the end of the day the question is does HTML 5 support everything you need currently for your game to work the way you want it to? If not, Construct 2 can't change that for you. Not trying to sound critical here, but your expressed concerns are based on the current reality of HTML 5 game development. Internet standards is a term very loosely used by the browser and platform vendors, and vary wildly from one to the next. Third party wrappers like CocoonJS, AppMobi, PhoneGap, et... are looking to level the playing field, but the are still early and constantly being improved. You may also notice in these forums that many of the teams that develop these wrappers also support construct 2 and are actively working on plugins for it. The wrappers weren't created because of a lack of features in Construct 2, they are created because of a lack of uniformity and standards across the HTML5 landscape in general.

    Any how, sorry for the long winded rant, I haven't had my coffee yet...

  • Are you using the touch ID? there are a few forum posts about this type of scenario, you may want to do some searching about making buttons with touch. I tend to create sprites, make them look like buttons and then put on touch on them.

  • I can't open the CAPX files right now as I am on the wrong computer, but for the Z order couldn't you place them on different layers? It might be easier than adjusting their z order based on where they are relative to another tree...

  • matt75 what solution did you end up using instead? Just asking as it helps to post the answer when you post questions, that way others with the same answer can find it. Also, if you do post the answer, could you update the title of the post with [Solved] in the subject.

  • Mortar Melon is on the Windows Store and soon to be on the Windows Phone Store as well if it isn't already. It plays great on my Surface RT. One thing that you need to know is that Mortar Melon is a physics/catapult type game. Not an Angry Birds clone, but of the same genre. This means that it doesn't have as many moving sprites on screen at once, but relies heavily on physics, which leads me to believe it is more CPU bound than GPU bound.

    But playing it on the Surface means it is basically using the IE engine when I run it and it still performs seamlessly at HD resolutions though IE is definitely not the front runner for HTML5 performance. So not sure how much of a direct comparison you can draw, but HD and running in IE and it still does great.

  • Thanks glad they useful. If you have any requests or suggestions for future tutorials please let me know.

  • Hello Everyone, figured I would update and let you know that I have added at tutorial on Double Jumping to compliment the Wall Jumping tutorial I created last week. You can find them here:

    Platformer Enhancements - Double Jumping

    Platformer Enhancements - Wall Jumping

    Hope these will help with some of your "How do I..." questions...

    If this is the wrong forum to post this, Please move to the correct one.

    Thanks,

    James

  • You may also be able to use the new pathfinding behaviors in r117 and set the enemy to find a certain sprite, then when they reach it, set it to the next sprite, this way you could control your route.

    Maybe have an instance variable that tracks the current/next target, and on collision with the waypoint sprite, update it to the next target...

  • Any properties of the scroll to behavior that you can adjust to track only X axis and not Y?

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  • Any chance you are using sprites as collision boxes and they are ending up rendering above your other assets?

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BluePhaze

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