Anonnymitet's Forum Posts

  • gillenew As I said if you choose scale outer or scale inner everything scales perfect without any distortion in the pixels. So pixel graphics will be exactly as sharp whatever size on the device. Both on 4:3 as well as 16:9 it doesn't matter because the scaling is always interger and to fit all screen sizes the games instead scales the view of the game. So on a 4:3 landscape screen you see a limited amount to the sides and on a bigger 16:9 landscape screen you see a little further. So by planning it right you can make it look sharp as hell whatever screen size and shape.

    I promise you that all my pixel art games look exactly as sharp on any device on the market. And the best thing with pixel art is that it can scale up to huge proportions and still look awesome without any blur. So take a look at the link tunepunk sent and you'll see that screen sizes isn't a problem on pixel graphics

    This is how my game looks on different devices and aspect ratios

    So the drawback is that the users with bigger phones has an advantage over the small screens because they see the obstacles earlier than the small screens Also you have to make the UI anchored to the view so it always places correctly. And for games with borders you can just make the borders really thick. Looks better than black lines anyway.

  • I think solved with an easy way:

    new variable: "enemycount"

    every add score also add 1 to enemycount

    if enemycount >= 50 create enemy and set variable "enemycount" to 0

    Right?

    Exactly the solution I came here to suggest

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  • Glad it worked.

    For the crawling. Just put conditions on the jump event.

    On up key pressed and is not playing crawling animation as a condition > then jump

    Put the condition "is playing" animation crawling there and right click and inverse it to make it "is not playing" the crawling animation

  • The events fire so fast so it's like you are at both doors at the same time when you press x. So if you press x at door one you immediatly teleports to door two and the x trigger is still active and you teleport back to door 1 so fast it looks like a glitch

    try this

    Is overlapping and press x > wait 0.05sek > move to other door

    That should work

    And the press part should be a trigger not a condition off course

  • I understand but My mobile games look exactly the same on all devices and screen sizes. It should work for your games as well If you use the Correct scaling options.

    When I went over to PC development it felt so much easier. No limitations to worry about and simple touch controls. You can just have fun making the game. But then you have to get it on Steam and greenlight is not that easy. But luckily my game went through pretty fast.

    Majority of the games won't get greenlit and many of the ones that do may take over a year.

    But I haven't released my game yet and I am working on the steam intergration in my game as we speak. So hopefully that part will go smooth as well

    So i prefer pc development and when you want to take a little break and get creative I'll take a day or two off and make a fun casual mobile game

  • Hehe, you could copy it with paint in 5min if you like I wouldn't mind

  • mannygill99 Thank you. But are you serious? hehe

    lwgames Thank you! This was the problem. The new SDK doesn't work with greenworks atm. So by using an older SDK it worked like a charm! No more errors or black screens. Finally I can upload my game.

    Ashley This should be updated on the first post so more people won't get stuck on this step for ages

  • Ok, nice. I also use 3Ds max. Maybe I'll try to use some pre rendered 3D in my next game

    Hope your launch will be a success and please update us on how everything is going and how steam marketing works

  • Congrats. The game looks beautiful!

    Was this a part time project or did you work on it full time? And what software did you use for your assets?

  • gillenew Really like all your projects you have posted here on the forum. Your art is top notch!

    Why do you get scaling issues? What type of scaling are you using?

    I also use pixel art and usually use scale outer and the game won't stretch a pixel. So it looks pixel sharp on any kind of screen from SD to a huge tv screen. Letterbox would also scale it without stretch but maybe leave black bars around the edges on some devices

    I also question this about making games for PC or mobile. But to be honest I hate making iOS games because it is just so complicated and the review time for a game is just too long. And when it finally is up something doesn't work and you have to update it and wait again. I'm an organized person (OCD maybe

    Wish it was as simple as google play where you can update a game within minutes. But iOS is by far the best platform if you want to make money.

    So I quit doing mobile games just because of the apple hazzle and made a game for PC instead which will be released on Steam soon

    I need som help. It has been mentioned before but I can't find a solution.

    I have followed the steps and tried every version of the greenworks plugin and I always get this error when I try to run the game and on some versions it only crashes on launch.

    Uncaught node.js Error

    Error: Cannot find module './lib/greenworks-win32'

    at Function.Module._resolveFilename (module.js:336:15)

    at Function.Module._load (module.js:273:25)

    at Module.require (module.js:362:17)

    at require (module.js:378:17)

    at Object.<anonymous> (C:\Users\Linus\AppData\Local\Temp\nw9492_10344\greenworks.js:14:18)

    at Module._compile (module.js:454:26)

    at Object.Module._extensions..js (module.js:472:10)

    at Module.load (module.js:354:32)

    at Function.Module._load (module.js:310:12)

    at Module.require (module.js:362:17)

    I'm using NW 10.5 if that has anything to do with it? And yes I have renamed the exe to nw.exe

    Thank you in advance

    UPDATE:

    Reinstalled construct and everything and even tried the latest node webkit and now the game launches with greenwork plugin but I only get black screen. What to do? Did you ever solve this Aurel

  • Kyatric Now when I read my post again I can see what you mean and it was pretty clumpsy written by me. Might not be taken as light hearted as I actually intended it to be. I've edited the post.

  • As Kyatric said. If Ashley makes it possible to translate the language file in the software for C3 this problem would be solved. And I can see many tutorials in Russian so if tools are provided to translate construct it wouldn't take long for a russian version.

  • I don't really get this talk about all these behaviour limitations? If my project needs something and a behaviour can be used then I use it. If there is no behaviour that suits my needs I make my own logic with the event system. What is the problem?

    If you need raycasting you can make your own with the event system. If the platform behaviour doesn't work for you, then make your own or tweak it.

    People seems to think that you are limited to only use the behaviours for the whole game. I only use a few and mostly do my own with events and functions that can be reused. I also work in Unity and Unreal Engine and you can download behaviours there as well but just like in C2 they might not suit your project and you simply make your own. So stop thinking that behaviours is a limitation. It's just a tool you can use if they suit your needs.

    I'm not saying that C2 doesn't have limitations. I'm just saying that behaviours isn't a limitation.

    Saying that you can't make a Super Mario clone in C2 is not true. It is actually pretty easy to make with behaviours and custom events and if you know what you're doing you would be able to make an exact clone of mario in no time compared to other engines like unity.

    I think this remake of Donkey Kong by Ribis in C2 is alot more complicated than a simple mario game and it shows what you can do by combining behaviours with custom events.

    Subscribe to Construct videos now

    So people who are saying that you can't make unique games with C2 are just not experienced enough. If you think outside the box and stop relying on behaviours and use the power of the event system instead you can create almost anything.

    And many people say that C2 isn't capable of making big hit games because there are so few good C2 games on the market. The truth is in fact that C2 attracts people without experience and most games released are to be honest pretty bad and the overall quality is really low. But the engine itself is capable of doing almost anything if you use it the right way but as any other engine it has its strengths and its weaknesses.