iso250's Recent Forum Activity

  • So nobody thinks this is a good idea?

  • Hello all.

    I've been reading up on how to save games in C2. It seems that game saves can be done for iOS and Android games but only if they're web apps. If I'm wrong, please let me know, but this tutorial by Ashley seems to indicate that.

    goo.gl/crtEBT

    I have a suggestion. If you like it, please voice your support. If not, please share with us why.

    I think it would be awesome if a new object was added to C2, an object called "Save Array". This Save Array would be like a regular array with one very unique feature; information you change within it is permanently changed.

    Having a unique array type instead of allowing regular arrays to be altered would mean there would be no accidental corruption of the game itself. The array would also need to be locked in size once you've dimensioned it, i.e. once the array has been given an actual size nothing in the game would be able to alter its size. It would most likely also need to have a limit on the amount of data that can be held in each array location.

    Actions for the array could include...

    Detect Save - Detects if there's a saved game, useful so that you can ensure that any "Load Game" menu options you provide are hidden until there's actually a saved game.

    Write to Save Array - Self-explanitory.

    Read from Save Array - Again, self-explanitory.

    Clear Save Array - Reset the Save Array. Once cleared, the Detect Save would register no saved data.

    Anyone else think this is good? Ashley, could it be done? If it could be done, would it be something you'd consider doing?

  • I really can't envisage my project running anywhere NEAR that. That's really good to know.

    Thank you for your help!!

  • Hello all.

    For a game I'm making I'm using an object that possesses many animation frames and tiling it to make a background. To give variation to the background I'm using different animation frames on the sprites at various locations. I have done this to reduce the number of sprites on screen.

    My question is as follows; Is there a limit to the number of animation frames that a sprite can possess? If there is no limit, is there a number at which it's best to use another sprite that possesses multiple animation frames to maximise performance?

  • Wow, that was so much easier than I thought it would be. Thank you guys so much for your help. It's greatly appreciated. (And I never would have thought of that by myself!!)

  • Hello.

    I'm making a top down shooter that has doors that open and close using proximity triggers. To do this I've placed created a door and an invisible trigger and placed them in the same container. I've then placed the following event on the event sheet.

    If DoorTrigger is overlapping player

    OR

    If DoorTrigger is overlapping Enemy

    Open door. (I simplified this part as it's not the part that's giving me trouble.)

    Else Close door.

    This piece of code opens a door when the player of an enemy moves over the trigger and closes the door when the player or enemy moves out of the trigger area.

    The problem is that if I move in to a trigger area and a door opens, the door won't close unless ALL trigger areas are clear of enemies. An enemy on the other side of the map who is travelling through a door can hold all doors open.

    I really don't know how to work around this. Can anyone please help?

  • Originally I tried to drag the file from PC to Mac via Parallels. This time I copied it from PC to USB, USB to Mac and it worked.

  • Hey all.

    I'm running 10.8.4. When I try to run the app I don't even get a dialogue box. The icons on the dock start to move left and you can see a little icon start to grow (exactly like when you open an ordinary app) but then the icon shrinks and disappears and the other icons move back to their original place.

    I'd love to be able to run the apps on my Mac!!

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  • Thank you all for your help!! It's greatly appreciated. Now I know how big to draw my sprites. Let the art begin!!

  • Thank you Arima and Excal.

    Even though I am primarily aiming for iPad I also want the game to be accessible for people on other platforms. That being said, what would you recommend as being a resolution that will cover all bases?

  • Hello all.

    To some this may seem like a silly question but my Mum taught me that the only silly questions are the questions you didn't ask, so here goes.

    The resolution for an iPad is 1024 x 768. For the sharpest result is it best to make my graphics fit that exact resolution or is it better to double the resolution and let C2 scale it? (In either case I'll be using pixel rounding.) The reason I ask is because the game creator I've since left used to benefit from using larger pictures.

    Also, what is a good DPI for crisp graphics? I know 72 will look nice, but what's generally considered a value that provides a good balance of crispness and performance?

    Thank you!!

  • Bullet is not working either. The best way seems to apply force by using physics. That way you don't have a defined speed to override the impact. Very touchy to adjust, though.

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iso250

Member since 23 Jul, 2013

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