Chupup Games's Recent Forum Activity

  • GeometriX, skelooth: Thank you for the feedback, i will keep this things in mind in the further development.

    Currently I am working on a graphic update, because i want use more decoration (furnitures, treasure chests, fireplaces...) in the level design.

    greetings,

    Chupup Games

  • I live and work in Brazil, but I am german, speaking english

  • The best is you ask in a pixelart forum, like Pixel Joint.

    Here have lots of tutorials:

    http://www.pixeljoint.com/pixels/tutorials.asp

  • Hello,

    i want to introduce you to a new game i am working on.

    Labyrinth - Quest for Gold is a maze game, where you play a little

    adventurer, who searches for treasures in a large labyrinth of caves

    full of enemies (like snakes) and dangerous traps.

    Try it out here: http://www.chupup.com/games/labyrinth/

    Play with cursor keys, press 'R' to reload level.

    On Mobile you play with the buttons at the bottom (until now not optimized/tested).

    ToDo:

    • adding more levels (finished game will have 50 - 100)
    • adding more types of enemies
    • adding music and sfx
    • title screen
    • menu screen
    • optimizing for mobile devices

    Tell me what you think!

    All Coding and Graphic Art by Chupup Games

  • Also, one should keep in mind that html5 is a relative new way of game development, that still is in it's beginning with a lot of things to improve. I think in the future we will have less problems, as browser support, performance and stability will improve for sure. But until then, one should consider if C2 is the right tool for his project. If you want make fast, heavy action games with lot of things going on, maybe you should choose another tool, like Unity or Game Maker, that offers 'true' native export. I don't say, that Scirra should not try to improve and fix these issues, but everything has it's limits and maybe they just can't be fixed right now.

  • Hi,

    I don't know if this is a known problem or a bug. I use the newest release (r184) and have an enemy sprite with pathfinding in my first layout. After the player passes through a door I use the system -> go to next layout event. But it always stops working at this point and an error message appears. If I delete the enemy sprite everything works normal how it should.

    Error:

    <error> eveng.js:1554Condition.run_object eveng.js:1554EventBlock.run eveng.js:866Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886Runtime.executeSingleTrigger preview.js:4243Runtime.triggerOnSheetForTypeName preview.js:4162Runtime.triggerOnSheet preview.js:4094Runtime.trigger preview.js:4071pathFailFn Pathfinding_behavior.js:123pathfinder.findPath pathfind.js:289behinstProto.doFindPath Pathfinding_behavior.js:674Acts.FindPath Pathfinding_behavior.js:780Action.run_object eveng.js:1839EventBlock.run_actions_and_subevents eveng.js:929EventBlock.run eveng.js:886
    [/code:2pw0x7og]
  • In the end it doesn't matter what language you use, the most important is the result. Learn and use the language you feel most comfortable with. Today you can make mobile games with many programming languages, like Java, C# or there are also frameworks with scripting language support, like Lua.

    I know Java, C/C++, C#, JavaScript, Haxe, but like using C2 now because it's a great time saver.

    HTML and CSS are not really programming languages, one is a markup language, the other stylesheet description

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  • What you mean "without C2"? Sure, you can make games from the ground up with pure JavaScript/HTML5, but this is like reinventing the wheel every time. If you really want to code more freely, try one of the many JS libraries, like Phaser, MelonJS, CreateJS, PandaJS or for 3d ThreeJS or BabylonJS...

  • Yep, Construct 2 uses HTML5 to let your gaming dreams become reality!

    This means the code is JavaScript and for the graphics it uses the HTML5 canvas element (2d context or WebGL).

  • I guess you exported your game with Node-Webkit?

    So, I think in Construct 2 you see the memory usage only of your game (all the images, sounds), but when

    you actually run the game then the run-time (Node-Webkit) needs memory too, because in the end Node-Webkit is a special version of the Chrome browser. And it's not 3 instances of your game running, it's 3 threads of Chrome/Webkit.

  • wisdom - I got a virus warning from Avira, when i clicked your link

  • Naji - it's a nice start! Try adding some lighting from one side* to give it a more 3-dimensional look, if you make the head bigger than the body (like head 2/3 and body 1/3) you get a even more cute/cartoonish look.

    *easy to achieve with the gradient fill tool

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Chupup Games

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