GeometriX's Forum Posts

  • Jam will be started every month

    You have full : week

    Themes you suggest : I'd suggest getting a list of nouns (perhaps randomly generated) and allowing people to vote from there.

  • A weekly competition is going to be a pain to manage and judge, even if you make it a matter of public voting. I'd strongly suggest doing it every second week at the most.

    In terms of themes, I've found the ones that work well are vague enough to be bent into shape, yet simple enough to be inspiring for many people (like "repetition", "invasion", "containers", or "town"). Either that, or implement interesting mechanical constraints (like "two buttons only" or "no solid objects") and let people decide the themes for themselves.

    PS: Idea generators like Gigster are a great place to start.

  • I'm there like a bear.

    Personally, I'd prefer something focussed more on prototypes and mini-games, since I don't really have time to build full games on the side right now. I'm thinking one or two weeks at the most, and maybe every month or every second month (judging these things takes ages).

    Tulamide's compo looks cool, but I didn't notice it because I rarely browse Open Topic. It's a great start, though.

  • That only applies to preview. As far as I know there is no way to do this with an exported project.

  • Not sure why you started a new thread, but anyway...

    In your event 23, add a condition System -> Trigger once while true. Otherwise you're applying the impulse every tick.

  • When you say "force", I assume that means you're using the physics behaviour? You should never combine physics with any other movement behaviour, as they have conflicting effects on the object.

    But, I was in the mood to do a simple cannon game using physics, so here you go. This should be more than enough to get you started.

    Up/down/left/right to adjust angle and power; spacebar to launch. Pay particular attention to the physics properties of the ball, such as density, friction and angular damping.

  • Here's one I made a while ago. I did just resave it though, so it's r143.

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  • No, because you've shared your game incorrectly, and because that's kind of your job, anyway. You've got an example, so it's up to you to figure out how to make it work.

  • Management games are essentially massive interconnected sets of data that the player can manipulate, that run autonomously, and that have graphical representations of their actions. Creating such a game would be a mammoth undertaking and would require an extensive knowledge of Construct and programming principles. I would strongly recommend against going in for this sort of project so early in your C2 career.

    Make a few more games, ramping up the complexity as you go along. Practise creating functions that run without player intervention; learn how to manipulate data with and without player intervention; learn how to create complex user interfaces. Start off small and go from there.

  • Your example looks to be functioning very well to me. What is it that you need help with, exactly?

  • Go to your C2 folder /exporters/html5/node-webkit. Find package.json and open it with a text editor. There you'll see a number of options for your exported project, like window width, height, position, etc.

    If you just want to remove the window frame (toolbar, border, etc.), add the line "frame": false to the bottom of the "window" list and save the file. Be sure to add a comma to the end of the preceding line.

    There's also kiosk mode, which I really like as way to give games that professional feel. This is done by adding "kiosk": true to the list. It'll set the game to borderless full-screen mode and remove the option to un-maximise it. Just be sure to include a quit function in your game (Browser object -> close).

    You can also play with package-preview.json for quicker results without having to do a full export each time.

  • All layouts return to their default state when you return to layouts - that's the standard behaviour of Construct and has nothing to do with the browser plugin.

    What you want is the Persist behaviour. Assign it to everything that you want to have permanence (like enemies, collectables, revealed areas and so on).

  • I haven't looked at your game, but here's a quick and dirty implementation of multi-directional gravity using the platform behaviour. It's not perfect, but it should be enough to get you started. Example capx [r143]

  • I hadn't tried that before, I see that it automatically selects objects in a container (which is pretty darn handy in itself, so thanks for that). That's not really what I'm after, though, as putting objects into containers has a number of implications. This is more about simple layout convenience, rather than affecting the event- and ultimately game-changing properties of objects.

  • Ashley, Selection wrapping is fine for many situations, but having the ability to group together objects would make cloning and/or fine-tuning their position far easier. I'll give you a very specific example from my current project:

    I create a set of objects, let's say a platform with a bunch of stuff on it, like this:

    <img src="https://dl.dropboxusercontent.com/u/14522925/Images/Platform.jpg" border="0" />

    If I ever want to repeat that collection of objects, I'll have to box select it all, but then I might end up selecting other objects around it, in the foreground, in the background, etc. (this loops back on the object locking suggestion). It becomes finicky to select/unselect all the extra bits and pieces. It'd be far easier if I could just click on one object and all other grouped objects are automatically selected.

    Sorry, and I've got one more suggestion, something I've been thinking about for a while now.

    A smart filter/search bar in the Project pane: I have lots of objects in my game, and I expect to have lots more. Even with my best efforts of sorting them into folders, it's sometimes a bit difficult to keep track of everything, and with more sub-folders it takes progressively more time to get to an object, even if I know where it is.

    If we could have a search bar that filters the objects in the tree list as we type, that would make finding and placing objects considerably quicker.

    <img src="https://dl.dropboxusercontent.com/u/14522925/Images/SearchBar.jpg" border="0" />