justifun's Forum Posts

  • How about some complex 2D game examples....

  • Does the 2030 Newgrounds Gamejam have any size requirements for resolution?

  • I haven't had a chance to try any other controllers unfortunately Still haven't been able to get an official controller yet.

  • The guys who made Mortor Mellon on the windows store also use Construct 2

  • Try disabling the windows 7 firewall, worked for me.

  • Depends where you want to print it i guess.

    If its into a text object then do something like this

    on start of layout -> Textbox.text = Variable

  • As mentioned, I've read through those, but i find i learn best from watching "video" tutorials on the subject.

  • I'm having issues wrapping my head around how mutiplayer games need to be setup and how it all works together dispite reading through the tutorials and examining the examples. I think i'm missing the basic theory of how multiplayer games work with passing information to each player and dealing with latency etc.

    I learn the best when watching videos but havent found any on the subject yet.

    Would anyone out there who is good and explaining mutiplayer concepts in C2 be able to put together a video tutorial explaining how multiplayer works?

    thanks

    i think it would be a huge help to the community.

  • I really like pyxeledit, its got a great set of tools and the author updates is every month or so.

    i've tried pickle, but the author wasn't open to the ideas of requests or usability adjustments

  • There's lots of different ways to do it.

    1) Record the position of where the player first starts touching eg: (StartX, StartY)

    Then compare that value to where they let go

    (on touch end) compare 2 values StartX > Touch.X - > player swipped left

    If the touch was to the right of the start position, then the player swipped right.

  • I'm curious as well

  • I believe there's a trick where you save your project as a "project" instead of single file. Then goto the folder where its saved, and look in the images folder, and replace your sprite sheet there with the new one. Then next time you re open the project, it uses that image instead and keeps all of the bounding boxes intact etc.

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  • had the same issue with my nexus 5 (4.4.2). Still havent found a solution, but the temporary work around for testing etc, is to grab the app called "SoundAbout" which can force audio through different outputs, eg: the speaker. it resolves the problem until a proper solution can be found.

  • each image from your animation also has to be loaded when you first run your game. And so your file sizes go way up as well, then download times go up, loading times etc etc.

    If you have a lot of animations its best to try and make your character using a tool such as spriter to break up the body parts into parts, then all of the animations are stored in json txt data. So you are only loading 1 texture atlas, and only a few kb for the json txt document.

  • I got it working using the normal "Android" export, then using intels XDK (crosswalk) to compile it. Havent tried other methods yet.