GeometriX's Forum Posts

  • In South Africa, all media sold in the country needs to be certified by the local ratings board called the FPB (Film & Publication Board). Unfortunately, the FPB is slow on the uptake on digital distribution and often just demands that certain online stores/services cut all sales if they're not certified.

    If you really want to go through the process of getting your game certified for sale in SA, you can contact the FPB here: fpb.org.za/profile-fpb/contact-us. Be prepared to pay though. The current rate is the equivalent of about $210 per game :/

    That's why most South Africans have historically (and many still do) sign up for these services with a UK or US account.

  • Entry

  • Those two conditions don't exist. Do you mean "is moving" and "on moved"? Either way, the principle is the same:

    The first group of platform conditions are perpetual. Construct will test to see if those conditions are ever taking place and, when they are, will do whatever actions you specify every tick that those conditions are met.

    The second group (the animation triggers), is only triggered once for each time the condition is met, indicated by the little green arrow as part of its icon.

    Going with the movement I mentioned above, you'd use it as follows:

    (1)-Player.platform(on moved) set animation to player.animation "WalkStart"(play from beginning)

    (2)-On animation("WalkStart") finished

    -Player.platform(is moving) set animation to player.animation "Walking"(play from beginning)

    If that still doesn't work you should post your capx so we can take a look through it and point out specifically where you've gone wrong.

  • The main C2 download is generic and doesn't include your licencing info. You need to download your licence file under Your Purchases and copy that text file into your C2 folder.

  • Ah, I learnt something new too. Doesn't explain why I had a different result, though, but I guess broken is broken - the fix is the same :P

  • That is weird, I'd suggest posting a bug report then. For the record, I'm using Windows 7 Ultimate 64-bit and running Chrome 23.0.1271.97. Maybe try the same capx on another PC and/or browser, just to reduce the variables?

  • The latest beta, r112.

  • I did that just to test. It works whether or not I delete the initial layout.

  • I just tried with that capx and it worked perfectly.

    My exact order of events: right-click Main Layout in the projects pane, click duplicate. Change Layout 1's event sheet to Main Events. Delete Main Layout. Run game.

    Everything is fine, although it should be noted that Pac-Man seems to be a little sick; his angle doesn't seem to update properly when changing direction. But that happens right off the bat without changing layouts.

  • I realise that this topic is pretty-much done, but I thought I'd throw in my 2c anyway...

    I started using Construct 2 a few months ago. I've played around with other game creation tools and experienced their native exporting to various platforms so I'll admit that I was pretty taken aback when I discovered that C2's exporting requires a bit of a runaround. But I didn't let it bother me, because I found that the tool itself was pretty darn good and was exactly what I've been looking for (basically an alternative to GM). So a couple of weeks ago, happy with the program and keen to step it up a notch, I decided to buy a personal licence, knowing full-well what C2 is and is not capable of (and, admittedly, also hoping for future native exporting when the time comes). The information regarding exporters is not hidden; it's freely available for anyone who takes a few minutes to read a couple of tuts or manual entries.

    With that said, I agree that it should be clarified on the main page for those customers who jump in without taking a full look around, but, speaking just for myself, it's not a big deal how it is now. It's the Internet; I'm cautious of any piece of software out there, let alone one that I have to pay $120 for.

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  • The beginner's platform tutorial covers building events for basic movement pretty well: scirra.com/tutorials/243/building-a-platform-game-a-beginners-guide/page-3. You should probably follow the full tutorial from the beginning

    You can definitely get everything you need from that. Just apply the same logic to any other actions, like attack uses a keyboard press of spacebar, for example. It only really gets more complicated than that when you want to give characters actions like rolling, mantling and vaulting.

  • I've been working on a top-down spaceship game for the last couple of days. I'm pretty new to C2, but I hunted through the forums here and got the math needed to calculate current speed using physics (wish I had paid more attention in school, actually). Apologies for not crediting whomever I got the formula from. I guess we'll put it down to Pythagoras :P

    Once I had CurrentSpeed calculated, for me to limit that speed I created a variable MaxSpeed, and only apply the force when the arrow key is pressed and the CurrentSpeed is less than MaxSpeed. I don't have nearly the amount of fancy physics you have going on in your project, but it seems to do what you need it to do. There's also a neat little thruster particle effect that I'm working on; you're welcome to it if you like.

    Oh, and I should mention that this method only works if there's at least a small amount of linear damping on the player object. Otherwise all keypresses that would increase force are simply not registered, because the player quickly gets up to MaxSpeed with no way of slowing down. I realise that this isn't realistic, but since you mentioned you're going for a semi-arcade feel (exactly what I'm going for as well), I feel that it's a good compromise.

    dl.dropbox.com/u/14522925/Spaceship%20movement.capx

  • Ah, brilliant. Thanks ramones, that makes perfect sense.

  • Hi everyone,

    I have a newbie issue that I hope someone can help me with.

    In my game, I have two characters that the player swaps between (they're basically invisible and inactive when not in use). I want to have a single button that the player presses to change between them which checks which character is currently in use (either 1 or 0, stored in a global variable).

    My game is currently in a bit of a mess but I've recreated the situation in a new file. I'm not yet permitted to post links but I hope that this will work: nag.co.za/lab/BlueTester.capx

    Or this screenshot will hopefully make sense:

    <img src="http://www.nag.co.za/lab/screenshot.jpg" border="0" />

    Thanks in advance :)

  • Hi all. I'm Geoff, a games journalist by trade and wannabe indie developer. Life has tended to get in the way of realising my dream but I've decided to take a stand and just make a damn game. I'm also a qualified 3D animator (3DS Max), and I worked in the field for a brief time, but truthfully, my animation skills suck. I'm far better at the modelling, texturing and rendering side of things, so I'll be using those skills to make some (hopefully) neat pre-rendered backgrounds for the 2D action/puzzle platformer I've started working on with a few other people. I've got an artist and writer on board so far; we're chatting to a few 2D (Toon Boom) animators.

    I've just picked up the Construct 2 freebie version, going to play around with it a bit to get a fully detailed and playable level. Once I'm confident that Construct 2 is the way to go (I'm more familiar with GM, but I already prefer a lot of C2's ways of doing things), then we'll cough up for the personal licence and take it from there depending on sales.

    I'll probably be posting a lot of stupid questions in these forums, so expect to see my name pop up a bit more often!