BluePhaze's Recent Forum Activity

  • Hello there,

    when I try to hit the manual pages I get a 404 with the nice ugly google URL up in the address bar. Not sure if the manual pages are jacked or if the google redirect that is being used (hate that thing) is causing the issue...

  • One of the things that would be impacted by this would be logic that appends a variable value to an animation name... for example if I have 5 different jump animations (jumpWall, jumpDouble, jumpSuper, etc....) I may have different events that set my jumptype variable to Wall, Double or Super, I can then call Set Animation and set it to = "jump" + jumptype to get it to pick the correct animation for me. This is a common scenario for more complicated games that need context sensitive operations. So if the dropdown list (which I have also asked for in the past) were to be added it would need to still allow for us to enter our own data as well instead of forcing us to use the individual animation names.

  • Also, to clarify you don't sell your game "to" the marketplaces. You actually have to pay to put your games up there (Usually $100 a year). They don't buy your game, they just host it so that the customers can buy it.

    Personally I am going with the approach of having a free ad supported version and an ad free paid version.

  • Check the TD sample that comes with Construct. Do the tutorials. Looking at the sample project types that come with construct will show you how to do 90% of the things you want to do when starting out.

  • Also, if you look at the list of badges, you can get 500 rep in one day easy. Read the manual (gets points), etc...

  • Excal Looking great! The only issue I can see from a board layout point of view is that since each side is random, it may give one team and advantage or disadvantage based on the layout. Any though to generating half as much tiles, then mirroring that to make the other side of the board so both sides are asymmetrical? That may make the gameplay a bit more even for both sides. Though as this is a single player game I guess that is not as much of an issue...

  • iikii That is where the manual and tutorials come in. Read up on the line of site in the manual to see how it works.

  • sxespanky The manual and tutorials will teach you what the different numbers are.

  • 139 is the latest Stable release, r140 is the latest Beta release. You need to get the Beta version. If you are on steam right click Construct 2 and choose to opt in to the beta releases.

  • You could also do something like assign an instance variable to your sprites that are used as tiles (in the case of a sprite sheet being used as separate frames of animation in one sprite). You could then store the speed in that variable and in your on collision just set speed to groundtile.speed that may make it easier to control and track what speed each type of ground tile has. that way each type of ground tile stores it's own value and you don't have to keep a list somewhere of what speeds should be assigned for each type of tile. Just a thought...

  • My thoughts are if you don't spend the time getting used to the tools creating prototypes and samples, doing tutorials etc... you will never get to the point where you can finish a game. Both sides have valid pieces. But if you run out onto the football field without practicing and getting good, you are going to lose every time.

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  • HTML 5 does not convert to flash. If you want to make a flash game, get flash. Simple enough. Why would they spend time trying to export to a proprietary format owned by a large company that loves to sue? It would take more time effort and money than it would be worth. Flash is the best tool for flash development.

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BluePhaze

Member since 20 Dec, 2012

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