andreyin's Forum Posts

  • Mine was just released as an early access title there:

    http://store.steampowered.com/app/296870

    I used node-webkit to export it, but so far there's no easy way of integrating the steam api on it, and the steam overlay won't work. Apart from that, everything works just fine.

    I know that there are others though, IIRC there was a collection of Construct games there.

  • Sorry to bump but I'd like to share too.

    I also never got the Node Webkit export to work on Ubuntu13, haven't tried any other distros though.

    I did get it to work on OSX but I remember having to use a command on the .app file before running it. I can't remember what it was and I've been searching around for it to no avail. Does it just work out of the box now?

  • Thanks, it's really weird. I'm making some tests right now to check if I did something wrong, but the problem might be that the first layout of the game is a windowed launcher, then the game goes to fullscreen when you begin it.

  • Sorry to bump this, I thought it would be better to keep all Steam-related questions to one thread.

    Has anyone been having trouble with the Steam overlay? I can't get it to work in my game and I'm not sure why. When I open it on Steam, it shows the notification saying it's ready to be used but it doesn't appear when I press shift + tab like in other games.

  • Knifegrinder Thanks a bunch! My device is also a Lumia 520, I tested a few prototypes and you're right.. somehow Canvas2D mode seemed faster. I tested a physics game and it run really laggy then crashed, but it did look a lot better than with Canvas2D (no artifacts borders around each block in the tilemap).

    Wonder how better would it run in top devices.

  • Hey everyone,

    I installed VS2013 for Windows and got the project open, but when I try to debug it on my phone I get an error saying that "The required attribute 'Publisher' is missing."... not sure how to add it to the .xml file.

  • The PickedCount expression is the way to go I think

    [quote:1f41pry0]PickedCount

    The number of instances meeting the event's conditions. For example, if the event has the condition "Mouse is over Sprite", Sprite.PickedCount will return the number of Sprite instances that the mouse is over.

    https://www.scirra.com/manual/133/common-expressions

    I think that might be it, alright. Thanks!

  • Hey everyone,

    Is there a way to count how many instances of an object meet a certain condition?

    For example, let's say I have 5 instances of the same object, but each with different animation frames. How could I check the count to see how many are currently playing an exact frame? Is it possible?

    Thanks!

  • É pago?

    Is this a paid position?

  • Sheepy thanks :3

    I tried to update the OP with some other pictures but as soon as I try to edit it, all the images I have linked disappear.

    So I'm posting new ones on new replies. Here are a couple I did this week:

  • What's your initial project resolution? If it's HUGE it will make no difference.. You have to use the lowest resolution possible there.

  • It is possible! You said you're using the same background and objects for each level right? And when the player goes to a level, you want to set the animation of those objects accordingly?

    You would just have to do something like

    On levelbutton.click

    • Go to level levelbutton.number
    • Set bacground animation frame to levelbutton.number
    • Set objects animation frame to levelbutton.number

    You'll might have to pick the objects using something like "System - pick all objects" so all their animations are set to the same frame as the level you picked.

  • While clicked, set the barrel angle to "angle(barrel.x,barrel.y,mouse.x,mouse.y)".

  • Some of my 2015 work:

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  • HenerzH

    Go to the project properties and change the "fullscreen scalling" to "low quality". This will render the game first then scale it after, instead of rendering it at higher resolutions.