MoscowModder's Recent Forum Activity

  • Yeah, those sound like neat ideas.

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  • That's a neat concept you've got there! It's really hard to get used to the gameplay, mostly because a) I'll reflexively move both cars (or just the wrong one), or b) I'll move a car too soon and it will hit something next to it. That's not a criticism, just a comment.

    For whatever reason, the full screen button in the arcade wouldn't work on my phone. That's not your fault, but perhaps you may want to consider adding your own fullscreen button?

    Also, are there keyboard controls for this? Since the controls are so simple, it should be pretty easy to support both touchscreens and keyboards (unless you've already done so and I haven't noticed).

    Next, there are some spelling and grammatical errors on the instructions page (like "vehicals"). Might want to take another look at that.

    Lastly, the gameplay seems rather repetitive, with nothing but stationary things to hit and stationary cars to avoid (unless I just never got far enough to see anything else). I think it would be cool to add some random events, powerups, moving obstacles, or whatever else just to keep it interesting.

    Anyway, it's a fun game to pick up and play for a couple of minutes. Nice job!

  • GameJolt page

    (Pretty much everything in this post is also there)

    itch.io page

    (Pretty much everything in this post is also there)

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    (Worth a lot more than 1000 words)

    ------------------------

    STORY

    In this galaxy, there are many who seek to cause chaos...

    ...from pirates to warlords; from thieves to conquerors...

    ...and that is what the IOTA Coalition exists for.

    When trouble arises on Appenna, it is up to you to take up the sword of Nightmare to carry out swift and lethal justice on the coalition's behalf, and eradicate the enemies of peace.

    But when you arrive, be ready to find more plots and schemes than you bargained for. Not all secrets were meant to be uncovered...

    FEATURES

    * Fast platforming and brutal combat challenges!

    * Tons of unique weapons and tools to mix and match!

    * Flexible difficulty settings to keep gamers of any experience level engaged!

    * Short but engaging story with juuuust the right amount of cynicism!

    * Fierce, punishing boss battles!

    * Bonus: Endless combat challenges and boss rush mode!

    ------------------------

    Check us out on Facebook!

  • Hello! I've got another game to put on that (rather short) GameJolt listing:

    https://gamejolt.com/games/carnageinspa ... ion/270042

    Thanks for maintaining this list!

    Edit: The game is also on itch.io now: https://moscowmodder.itch.io/carnage-in-space-ignition

  • That's what I thought too, but switching it to release configuration, deploying it to my PC, and running it from the start menu doesn't help either.

    Note that the framerate is fine - it's *only* the input that lags.

  • I've found a distressing issue when trying to make a Windows Store build of my game.

    When I test it in Chrome from Construct 2, play the HTML5 version from my website, or play the Node-Webkit build, everything works correctly. But when I deploy the game from Visual Studio and play it, my keyboard controls sometimes have some really bad input lag. Sometimes, I may be walking one direction, then I press the other direction to turn around and it takes an entire second to stop moving forward.

    Has anyone else ever encountered input lag like this in Windows Store versions?

  • I'd like to make two versions of my game - a demo version to put on my website (with only the first couple of levels) and a full version to put in stores.

    I realize I could just make a global variable to tell if the game is in demo mode, but I'd rather not have to toggle that every time I make the builds for every update.

    Is there an easier way to do this?

    One way I thought of (if only I could pull this off in C2) is to make the game look for the presence of a file which has a variable (0 or 1) in it. The trouble is, the only project files C2 seems able to access are ones that are part of the Construct 2 project and will get exported with the game.

    Alternatively, is there a way to tell if the game is being played on a certain URL? Or tell the difference between playing in the browser or playing in a Node.js wrapper?

  • Wow. You just solved a problem that's been stumping me for 2 years. Thank you so very, VERY much.

    It was a bit of a hassle to copy all of the relevant animations with their moving "hand" image points from the player to the movement object, but with that done it works perfectly.

    Seriously, thanks a lot.

  • Bummer. Well, thanks for letting me know.

  • I've got a song (and very likely going to be several) that start with an intro, finish the song, and then loop back to the end of the intro. Is it possible to set the loop start point of a song, OR to set the playback position of a song to a specific time (example: set position to 0:08)?

    I can always get the songs split into 2 audio files, but I'd much rather handle looping in a "nicer" fashion. Can I do that?

  • Turns out you were on the right track, R0J0 - the very next event after the screenshot did something similar but picked Claw_Top where UID equals Claw.ClawTopUID. I swapped that out for a pick by unique ID, and the problem was solved. Thanks for the tips, people!

  • I don't see how a for each condition would help - I only want it to happen to one pair of the objects.

    Here's a screenshot:

    Claw = ObjA; Claw_Top = ObjB; CutscenePoint = Marker

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MoscowModder

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