Headbang Games's Forum Posts

  • Will this work applied to a tile-background instead of layer/layout?

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  • Hi everyone,

    We're trying to get access to the Xbox Live APIs so we can integrate them with Construct 2. Apparently as part of their planning process, Microsoft want to know more about what C2 devs want from it, including:

    - how many developers are interested in Xbox Live? (I created a poll so you can vote "yes" to indicate)

    - what features are you looking for? (e.g. leaderboards, multiplayer) - please post replies to this thread with what you want!

    - they're also looking for "developer quotes" - I guess if you really want it, just post a reply saying how badly you want it

    Anyway, please vote and reply, and hopefully this will encourage Microsoft to give us access to better integrate Construct 2 with Xbox One. Thanks!

    Ashley

    Very interested, that of course depends on how the projects will work (compared to PC), cpu/gpu wise, what plugins/effects are going to be supported, I'm not looking for special features, just a slick and smooth experience as possible for the players.

    Btw, I almost and would have most probably miss this thread and I believe many other developers will too, it seems like an important issue, why not send it out as an official Blog post?

  • don't wait in the same event to check for item exists, it'll probably take more than 1 tick.

    Add another event,

    • localstorage - On Item Set "snapshot"

    text set text"Snapshot exists"

    -- sprite load image from LocalStorage.ItemValue

  • Hi TechnoBeaver,

    Sounds very cool, check out my game, Bad Pad, if you're interested I'll pack you a NWjs version of it.

    http://www.badpadgame.com/demo

  • Great news, thanks!

  • Audio playback time changes on lower fps

    I am making an in-game cut-scene that is synced to a music track, just triggering events according to audio playback time, I've noticed that when I run this scene on a weaker computer, I get a steady delay for all the triggers, plus 1-3 seconds depends on the fps (resizing the window is enough).

    Capx

    http://www.headbangames.com/bug_PlaybackTime_bug.capx

    Here is an export of the scene for testing

    http://www.headbangames.com/badpadintro

    Description of Capx

    In this test I set the minimum framerate to 300 to emulate the problem.

    Click any key or touch anywhere to switch from 60 to 300 minimum framerate and watch the audio playback time in the text object.

    Affected Browsers

    • Chrome: (YES)

    Operating System and Service Pack

    Windows 7 / 10

    Construct 2 Version ID

    r230

  • Cool I always needed that trigger, it's really weird it's not official, great job!, I'll be trying it soon!

  • The buttons are coming this summer, get your thumbs ready!

  • Cheers guys!

    Is it working on mac too?

  • Depends on your layout sizes and the amount of exits, maybe you can just add collision triggers, that will bring the player to in front of structure/bottom, it'll probably be more efficient for rendering too, as long as you don't actually need to cut the image or mask out a certain shape, I wouldn't go with masking.

  • Well I didn't actually mean load/save the entire data.js

    I just do a for-each on all the objects I need and save just the params I need to read back, like frame number, X,Y,size, imageurl, etc.

  • Yes of course, once you save a file it doesn't really matter what you put in it, store xml, csv, or even export an array or a dictionary to a json string.

    You got all the tools you need to do it, some official some 3rd party.

  • >

    > http://headbangames.com/swipey

    >

    cool! have you done anything with player custom sprites or sprite sheets?

    I thought about maybe letting the player upload a custom sprite as one of the obstacles/pick-able bonus, but not sure I will, I did do it before though mostly for drawing apps.

    In Swipey I am taking a scale-to-fit screenshot of the layout for the level preview and sending it with the game when you post it, that sort of the same.

    My only advice is to use something like canvas or paster to show and store imported/runtime generated images, because firstly, you can have as many instances as you want, each with a different image (cached separately), if you use a sprite object you will need to add a bunch of empty frames up front and use different frames for different images, it would be better if you could add frames at runtime, but you can't

    Secondly canvas/paster is also better because you can redraw the image at a lower resolution and crop it if necessary before saving it, users don't really know what they're doing, they can import a 22 megapixel image, it might load up on the sprite ok, but getting this extremely large dataurl and storing it wouldn't be easy and would probably crash the user's browsers.

    If you need sprite sheeting for animations, I still recommend getting each frame with canvas/paster rescale it to a maximum reasonable size and then import each frame to a pre-made sprite objects with enough frames to cover your basics.

  • Yes I do, currently steam control works mostly through steam big picture, you can use it outside of it, but it's more like a keyboard mapping to the buttons, rather than an actual gamepad, but it works, check out this thread:

    Other than that, it's a pretty good controller and I use it as a media controller too, it emulates mouse and has a virtual keyboard and it's pretty cool.