AllanR's Recent Forum Activity

  • Yes, it is possible. No, there isn't a template.

    I have seen several great threads in the forum that should help a lot, so try searching...

  • What is the starting value for curStory? and starting value for storyTitle? and value of numberStory?

    if curStory starts at 1, and numberStory is 5, then the first 2 times through the loop nothing will happen because curStory would be 2, then 3 - and you don't start setting the text fields until it gets to 4.

    Also, it looks like you are trying to set up a menu of 5 titles, but your json array only has data for 4. And since the loop may not be doing anything the first two times it runs, then after that it may be setting text fields on the 3rd and 4th times through - and then running out of data in the array...

    but I would need to see a little more code to know for sure...

    (well, I see jayderyu beat me to it, lol)

  • Congrats on launching your first game!

  • Yes, you can easily do all that - using AJAX to pass the info back and forth to php. There are several good tutorials on how to do it that helped me get started.

  • If you are moving, then you are probably telling C2 to play the moving animation before the attack one has had a chance to barely get started...

  • Someone posted about this a couple weeks ago.

    It is called Pointer Lock or Mouse Lock and is only supported in Chrome and Firefox right now. Once activated, all mouse movements are reported as relative values until the game releases the mouse.

    It should be quite easy to incorporate into C2, and until then it would probably be fairly easy to make a plugin to do it...

  • Thanks for reporting back! and a big congrats on getting your game greenlit!

  • The response is good on the Simon game (the FPS was pretty low but it was playable - averaged around 11 FPS), and going back and trying the kids band the second time was better than the first time I tried. FPS were higher (40s and 50s) and there was very little stuttering when the different parts started or stopped like the first time - the response was pretty good, but only the top half of the buttons were showing at the bottom of the screen because they are too far down - and that makes it slightly hard to press them...

    the connect the dots had the same problem with things getting cut off at the bottom of the screen. I could do the drum, but I could not get the guitar started because the first dot was off the screen.

    For the most part, the games were playable. If the FPS wasn't showing, I would have thought things were a little sluggish at times, but not too bad.

    I don't have enough experience yet with mobile to offer any suggestions - other than keep things as small and simple as possible...

    and I would expect using cocoonjs would make things run a little faster from what I have read on other threads (if you can get past the bugs).

  • I tried it on my iPhone 5 (running 6.1.4) and it runs fairly well. the title screen and lobby start off slow but quickly recover and get up to 60 fps. The puzzle game goes down to 6 fps while I drag pieces around, and goes up in the high 40s the rest of the time.

    the maze runs at 11 fps. connect the dots around 16. the music game (my favorite!) starts around 50 fps, when the music starts it drops to 16 - and there is a slight stutter as the different parts start or stop.

    The animations look great! you are off to a great start - I am sure kids will love it!

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  • Requiring two controllers sounds awkward and even future limits your audience.

    Maybe you could synchronize the movement of the platforms... then one controller would be feasible - and would make the keyboard a more viable alternative as well.

    The best way to find out is test out a variety of game mechanics and get feedback from real players before you get too far. Adding keyboard support really shouldn't affect performance at all.

  • From what I have seen Ashley say before, C2 heavily relies on Microsoft libraries that make porting it virtually impossible at this point. He has FAR more important things to work on right now.

  • My advice would be to try a few smaller games first. That will help you perfect game mechanics, learn what C2 can do (and can't), learn what it takes to take a game to completion, start to build a name for yourselves, learn what it takes to get your game into players hands, etc.

    I was just watching some great videos last night about some of these subjects - in the first one the guy talks about how his first game took 4 years to develop and completely failed. The second game was very successful because they knew what not to do (I bet they wish they had those 4 years back!) So learn from other people's mistakes, and then try to work your way up by not biting off too much all at once.

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    This second video has great information on how to market your game with little or no money. Again, starting small and building a fan base, developing relationships with reviewers and other people in the industry will greatly increase the chances of being successful!

    Subscribe to Construct videos now

    good luck with your game! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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AllanR

Member since 21 Nov, 2013

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