AnthonyB28's Recent Forum Activity

  • You should test on mobile from the very start. Then you would have a rough idea at what point things got slow, which would imply whatever you added recently has a performance impact.

    Issue is there really isn't an easy way of accomplishing this. If only cocoonJS and/or Intel XDK really had native testing support in that you can just click and test. But in reality, Intel XDK takes forever to test and appLab is a mess. CocoonJS is a lot easier but to export, upload, open their app, download, and have no way to actually "test" and find what is an issue is a little obnoxious.

    But I don't know or think there is anything on Construct 2's side of things that can help with that anyway.

  • Construct 2's audio should work well on most platforms. Are there any specific problems you are having? Our engine already incorporates better workarounds than described in this post such as support for the Web Audio API where available. There should be no need for techniques like sound sprites any more.

    I've noticed that Intel XDK wont use construct 2's audio plugin. I've had multiple projects jut not have any sound with .ogg files in XDK.

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  • Our game is pretty basic. Not a whole lot goes on necessarily and its pretty low resolution and little sprites.

    Yet from the start, the game runs at 10 FPS with CocoonJS.

    I started out with Intel XDK. But its broken. Every attempt with projects in XDK results in failure. So I wanted to try CocoonJS with this little LudumDare game.

    Here is the capx - dropbox.com/s/7nr388isl2xe3c8/shark2%20-%20Copy.capx

    Any help would be appreciated.

  • I was reading this thread like "wait.... what? Construct 2 doesn't have iOS support? Its HTML5.... I've done it right through the program."

    Then I notice it progresses from 2011 to 2012 and now 2013 with various bumps.

    And the best part is that its by people who bought Construct 2 according to their profile. So its like how do you not know this is old?

  • I forget where on Reddit I saw this, but it was a pretty good discussion about anti-piracy for indie devs. I think it was r/gamedev

    Basically, the amount of time you spend on trying to implement a DRM or anti-piracy measure would probably be much better spent doing something else with your game like marketing or a new feature or bug testing.

    If AAA studios ~easily~ get their drm measures bypassed, without a doubt yours would too. Fast. And it isn't like something that would even stall pirates, especially coming from an indie dev.

    Even greenlit games get bypassed fairly easy.

  • I think that did the trick! Thanks so much.

    And sorry about the capx. I forgot the other plugins :X Always do that.

  • <img src="http://i.imgur.com/kOH6Pdx.png" border="0" />

    So I'm trying to make it so the enemy will move one unit, and only one unit, at a time. But I'm having trouble with this logic.

    Say the enemy has 2 units.

    Both units, as it stands, move at the same time. When a path is found, it sends one off and then immediately the second one.

    How can I manipulate the events so that it will only send the second one off after the first has arrived. And potentially a 3rd, 4rth, 5th unit?

    I've been playing with the Family, but I have the hardest time understanding which one it "picks" for each and how I can reference the previous moved unit.

  • 15 minutes minimum backup time is simply TOO LONG.

    I can accomplish a lot in less than 15 minutes and have all my work obliterated.

    This is the umpteenth time Construct 2 crashes, and thankfully I've adapted to hitting Ctrl+S after every time I make a change now.

    But after every crash, after my first really big one where I didn't remember to save like a dumb dumb, I now check the backup folders frequently for kicks.

    I'm noticing that the Backup folders do NOT function well. I have all 3 in separate locations and they don't backup frequently if at all.

    Why can we not have a 5 minute frequency out of curiosity? Is there a limitation somewhere or somehow?

  • AnthonyB28

    Sorry, the layout2board plugin might not be suitable for hex grid, because that each hex tile need to put at the right position.

    You might create the hex tiles at runtime.

    rexrainbow

    Hmmm that seems pretty tricky to not be able to visualize the layout and leave it to numbers and trial/error.

    I'll play with it more, but if anything I'll go back to my old method. Thanks anyway. Awesome plugin.

  • So my original project was a hex tile board game that had slightly slanted grids.

    I tried to set it up with this plugin and I'm noticing it won't pick up on the off centered grid.

    dropbox.com/s/dmn84yxbo7h4z1w/boardtest.capx

    Is my idea not possible with this implementation or maybe there is an offset I can create?

  • p1ay.allalla.com/C2TestCapx/layout2board.capx

    is broken for me

    EDIT:

    found in sky drive thanks

    skydrive.live.com

  • Quick update. Really weird is that its just that save point. I have multiple save points, but that one is the only one that breaks the plugin.

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AnthonyB28

Member since 6 Apr, 2013

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