part12studios's Recent Forum Activity

  • Ok this question has two very important parts. I had worked it out well in GameSalad, but C2's approach is so different I've have had trouble applying the same logic / approach to C2. I'm sure its basically doing the same thing, but expressed in a way i'm still not used too.

    This is what i'm looking to do..

    1. have a camera object (this would be an invisible object with the scroll to behavior attached to it) follow a player object that moves around the screen. the player object being essentially the finger of the player.. on the screen it would be the shadow of the player's finger..

    NOTE: using a pathfinder example on the forum i kinda hacked a way to make this work, however this feels over engineered because there are no objects in my game that would require true pathfinding.. i would just want the camera to constantly be attracted to the players finger.

    2. in addition to being attracted too the finger, how fast the camera moves should be slower as it gets closer to the finger and faster when the finger gets further away.. this helps create a nice sense of control where the player can move faster or slower through the obstacles..

    here is the game via GameSalad that i'm trying to explore building with C2

    youtube.com/watch

    I think an answer to this would greatly help my understanding of "how C2 thinks" which i'm trying to learn and unlearn my assumptions from GameSalad.

    Thanks!

    Caleb

  • that's great to know, thanks!

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  • Hi there,

    I just bought a personal license for C2 but i realize that I being a Mac user have the free license on Bootcamp (Windows 8) and I also run a copy in my virtual machine (Windows XP) in Parallels.

    I would just like to know if it's ok if I can install the software on both "machines" but really its the same computer..

    Thanks!

    Caleb

  • heh heh ok understood. that's great! I'm not ready to take advantage of that yet so i'm sure "soon" will be before we're ready to use it. :)

    Thanks!

    Caleb

  • ok cool, I understood what cocoonJS is overall, but wasn't sure the deeper capabilities of it. I look forward to exploring CocoonJS further.

    How would I make an IAP for Windows 8? Maybe an option, behavior or something that I haven't come across yet. I know I've been able to successfully build a Windows 8 app in C2, but not sure where i'd be able to make a call to pull up a store-like call. Is the IAP for Windows 8 something that is part of microsoft, or something 3rd party?

    Having a built in ad solution would be awesome, but it is good that this is possible. I wonder if ad services like MochiAds or a similar solution is out there..

    of course I'm a non-coder so i'm more interested in turnkey solutions rather than having to do a lot of coding if avoidable :)

    Thanks!

    Caleb

  • Hi everyone,

    I am looking to do a game in C2 and I see a lot of potential with this engine that I simply do not have with my current engine (GameSalad). However I have some specific questions about how things work regarding multi platform publishing and monetization options.

    So with GameSalad I had access to the iOS app store to do things like IAP, but the downside was that i had NO in app ads or IAP for android, windows 8 or OSX.. so free to play is limited to iOS. Windows 8 phone is not an option at this time.

    With C2, i understand Cocoon JS is what is used to make iOS and Android, but what options are there for monetizing? I would imagine that if you can wrap the game for iOS and Android that accessing iOS IAP would of course not work on Amazing, Google Play, Nook and other android stores..

    So I'm just curious what is the common methods C2 users are monetizing their games? I'm really hoping there is a solution that might somehow transcend all of them all. are most people focusing on HTML5 browser games, mobile?

    Has anyone had a game made in C2 be able to get into Steam? I imagine they have custom API type stuff that might be impossible or very difficult to incorporate into a C2 game?

    Sorry this is so long.. it's just a big decision to dive into this engine and I want to be sure i'm making an informed decision. GameSalad is just not able to keep up with my needs and C2 seems like a great fit

    Thanks!

    Caleb

  • The tutorial that folks often refer folks to is this one:

    scirra.com/tutorials/237/how-to-use-your-own-web-fonts/page-1

    hope this helps!

    Thanks

    Caleb

  • I'm a little confused on this. I followed the tutorial found here scirra.com/tutorials/237/how-to-use-your-own-web-fonts

    but it seems that whatever font I use in the properties of the specific text is never overridden.

    Is the tutorial saying that this approach is intended to override the properties of the text object? if so it doesn't seem to be working.

    i have a font DS-DIGI.woff (converted from ttf) and i have a DS-DIGI.css file that is (i believe) setup correctly in the .css file

    I also noticed that there is a comma after local('DS-DIGI'), but not one after URL.. is that also right? it would seem like each would need a comma for consistency.. but i'm not a programmer so i'm taking it at face value.

    here is my project..https://www.dropbox.com/s/as7x0xcera5um3h/trouble_with_font.capx

    i have two layouts attempting to call on this DS-DIGI font. Any insight would be awesome!

    Thanks!

    Caleb

  • So the approach for store local (using cookies) doesn't carry over to apps? I guess the next step is to figure out how to write to csv.. and maybe a way to make the project smart enough to know when to support one or the other.. or maybe its easier to just make separate projects built off of one core version?

    seems like there would be a single solution to help insure that porting to all available platforms is as seamless as possible.

    Regardless, it's good to have an answer to the question! Thanks :)

  • Hi there,

    uber quick question. I recently got some awesome help in understanding how to save data to a cookie to track a players progress in a game.

    my question is...

    when we make a game for say.. windows 8.. iOS etc.. do we still use this approach for saving local data to the devices?   does the cookie essentially get wrapped up in the game? or is there a totally different approach for making a game save data for apps that are not web based?

    Thanks!

    Caleb

  • yea i was able to fix it in the latest version.. and able to reset the local data so i could blank it out.

    thanks for showing the fixed version of it! Great to compare approaches to this solution.

    I didn't realize i could do comments and groups either. Nice incidental lesson :)

    thanks!

    Caleb

  • OK! Got it. I see how to save and call data.. one thing that confused me (simply expecting it to be more user friendly) is when entering things like

    "set variable to yourVariable.LocalValue("PlayedAlready")

    why isn't there some intellisensing going on in this area? its smart enough to drop down when i reach .LocalValue am i missing something here? It would have just been easier to realize this area is in fact designed for strings of data.. not just a number (default is 0)

    thank you everyone for your help! i'm now able to do things like make a reset local data button to help test things.. my mind = wrapped around this =D

    Sincerely,

    Caleb

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