farflamex's Forum Posts

  • I love Construct so I won't switch platform just to use Kongregate. It's not exactly a big issue right now, just something I'd like to look into.

    I do use computers a lot and I've programmed in dozens of languages - I only use Construct now because it's such a joy to use and makes programming fun. Point I'm making is, I'm very computer-savvy, so I don't think this is just a case of me being dumb. Maybe though :p

    The main problems I had with the tutorial were, first it said to export as a html5 project, which seems strange considering theres a specific Kongregate option in C2 now. And secondly, the links didn't seem to link correctly or it wasn't clear what I was looking for.

    I'd appreciate an updated tutorial but I don't expect you to go out of your way. I get a feeling that something has changed since you wrote it, which may be why it didn't work.

  • Hmmm, this is way too complicated and seems out of date, since it suggests exporting your file as an HTML5 file rather than the in-built Kongregate option. I would assume you'd need to use the Kongregate option to upload to Kongregate, so there needs to be a new tutorial or something.

    Followed it anyway, got absolutely nowhere. The links don't point to the right places and I couldn't even get the correct files downloaded. I think I'll wait an update or three until this is simplified or a working tutorial appears.

  • I've exported my game using the Kongregate option. I'm going through the Kongregate upload page and it asked for the game file, but none of them work. It wants a flash or unity file, but I've tried all the files generated by the exporter.

  • Ah yeah, there we go. C2 is so good, but it's taking me a while to learn what everything does :)

    Thanks.

  • Wow, that's really cool. Not just the capx, the fact that you sat down and wrote it and passed it on. What a nice forum :)

    It will prove very helpful and I hadn't even thought about rotating the entire layout. I knew I was missing something obvious. I think that's probably the way to go, so thanks :)

  • I feel this should be possible using the built-in behaviours, but not quite sure how to do it. Basically I want to build an overhead space-shooter where the player ship can rotate and always stays at the centre of the screen, always pointing upwards, meaning the background needs to rotate and move with the ship, as do the enemy ships. Also, I'd want the size to be effectively infinite, so I couldn't just do a huge layout and scroll across that.

    Using the built in 'Scroll To' behaviour only solves this partially, because when you reach the edge of the layout you start to move away from the centre, and warping back at the other side doesn't work either.

    I'm sure this is fairly straightforward but I'd appreciate some ideas on how to accomplish it in C2.

  • Thanks, I've managed to post it in the arcade now so maybe it'll get a few plays. I did write it in Monkey a few months ago but I made the levels massive which really spoils it. I think the small rooms do make it more playable as a simple little puzzle game. As you say, with some nice graphics and a few extra levels, it might be ok. Trouble is, I can't do graphics and there's no point paying somebody to do them as there's no hope of recouping the costs.

  • Oh yeah, oops. My bad, oh well, just practicing :)

  • A very broad topic I suppose, but what do people do with their finished Construct 2 games? Where do you publish them to, and are there any money-making options (I know it's very difficult even to make money with small games like this).

    I've completed a simple game which I'd like to upload to a few places as a test, just to see what the options are. I have an idea for a game which I think could be created with C2 and could be pretty good. Where should I be looking to publish it, or how do other people publish their games?

    I know Kongregate is an option, although I can't work out how I'm supposed to post there. In fact, I couldn't even post to the Scirra Arcade because it said it didn't like some file extensions (are png files ok, they're the only ones I've used?).

    So, any help to get me started? Where should I put up my test game just to get used to the options available?

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  • Survivors

    My first Construct 2 project, only took a couple of days. A re-write of a game of the same name which I wrote for the ZX Spectrum in 1986 (and re-wrote a few months ago using Blitz's Monkey language).

    The aim is simple - Use the 3 droids to move around the maze and collect the Survivors. Click a droid with your mouse to switch between the droids. Droid 1 digs the soil, 2 rescues the Survivors, 3 pushes rocks.

    Avoid the green guardian droids, don't drop boulders onto your droids and don't get trapped!

  • Yeah it's much better with impulse because everything behaves correctly. Only problem is, it's not a platform game and I don't want my player to be affected by gravity. He needs to float around and only move down when the arrows keys are pressed. Although the physics behaviour on the rocks is awesome, I'm not sure it's suitable, but I'll keep trying. It's only a hobby project anyway :)

  • Thanks. Not sure if it would be accurate enough but I'm only playing around so I'll give it a try. Got it working really easily with just the standard jerky movement between tiles, Construct 2 is so easy to use.

    Love your AirScape game, very good. That was done in Construct 2? They should put that up as a feature on Construct to show what it can do.

  • Thanks guys. For some reason I couldn't access the forum for the past 24 hours but in the meantime I seem to have solved it. I just used the bullet movement as I was doing and don't allow it to change the angle of the ship since it's a scrolling shooter, and can limit the ship to the boundaries - I was trying to use WindowWidth/Height but didn't realise that scales, but it works fine when I switched it to LayoutWidth/Height.

  • Been playing around with this idea, using the physics engine to make the rocks fall realistically. They look amazing and really work well, but I'm finding it impossible to get them to interact correctly with the player. For one thing, when the player pushes the rocks, they sometimes push all the way into a wall and then spring out again when you move. I need them to be rock-solid, as a rock should be.

    I guess the problem is that I'm trying to mix non-physics behaviour with physics behaviour (for example I'm using the player using the keys). Does anyone have a good example of moving a player around using the physics engine, or any other ideas on how this could work?

  • I'm experimenting with moving my player-ship with the mouse, but I don't want it to move directly to the mouse location (that's way too fast). The best solution so far is similar to the example where the ship moves using bullet behaviour. This works really well and feels good but there's one problem - I don't seem to be able to limit the position of the ship. I need to limit it to just the lower half of the screen. Is there some way I can do that using bullet behaviour?

    The 2nd option I can think of is how I'd do it in code - using math to work out the angle between the current position and the mouse position then move so far along that angle. I can't remember the math for this but I can probably find it, or does someone already know how it's done?