Rory's Forum Posts

  • Hey, I'd just like to leave this message here as props to Scirra for really improving so much stuff since I last used it. I stopped working on projects during around r105, and with my latest project "Go Go Monkey Squad" which will soon be released on the iOS, the workflow of my game creation process is so much neater and more streamlined thanks to the many new features.

    Mainly thank you for the Function feature they aided my entire game creation process, making repeated tasks become single ones and really speeding up creation of content such as enemies and handling all the deaths and damage taken etc. Really very impressed by this.

    There are other features which really helped a lot, but this one took the cake. Others like turrets, path finding, the new node-webkit exporter and more.

    Thank you Tom and Ashley, keep on making this engine better by the day.

    Link to Go Go Monkey Squad thread

    https://www.scirra.com/forum/new_forum_topics.html

  • boolean I mean it would be easy to get the data runtime, but I usually want to set up a huge database of say Items and stats on the items, and it gets really hard to edit these values through events when I don't get to visualize it. But that is useful :) Thank you!

  • It would be a very neat feature if we could edit our Array and Dictionary objects real-time (as in edit the default options) and maybe when you were tweaking it with events, you can preview the table.

  • JohnnySix That is really nice man. I love the controls, simple and original. Can't wait to see what you finally do with it. May I ask how the ground is being done? is it just an image?

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  • I really like the tileset!

    I'm just not too keen on that character art, to me it clashes a lot with the semi-realistic style you have going on with the in-game graphics.

    <img src="http://dsmedia.ign.com/ds/image/article/954/954290/fire-emblem-shadow-dragon-20090213032156818.jpg" border="0" />

    I think this kind of rendering would give the whole graphics a good, consistent feel.

  • I would love to do this as well :)

  • ut you can export Construct 2 games to native apps right? No, not really. It's just the same slow HTML5, only now it's wrapped up to look like an executable, or an iOS app, or an Android app. There is really not much performance gain to be had, since it's still just pushing everything through a browser window. The problem with mobile devices is that they just can't handle running the OS plus running a browser, PLUS running a large game inside that browser.

    I have first hand experience that disagrees with this. All my games run buttery smoothly on iOS with CocoonJS. It's hardware acceleration is anything but unnoticeable.

  • Katala RPG with Ragdolls you say? Sounds awesome :) looks great too!

  • My dream game would be something Ashley and Tom come together and make with Construct! Mwahaha.

  • wretchedshark procrastinator

    Thanks again for looking into this again, I did try your No.2 solution wretched, but it didn't seem to work, still had gaps present.

    I considered the overlay graphics, but I still think there could be a better solution to this ><

  • rfisher That doesn't really solve much for me, floating platforms is pretty easy to generate, my problem is having the platforms connect exactly one after another since my game doesn't have holes in the floor. Also, its not a run and jump game, it's a run and shoot game :)

    Thanks for the demo though!

  • procrastinator Alright! Will check that out :) Thanks a billion.

    Jasper - PERFECT! That's exactly what I wanted. Now that it's in plain sight I can't believe how simple the solution was, you're a genius man. Thanks :)

    Must say, it took a few days, but you guys solved all my problems at one go. Scirra must be proud of this community <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Damn.. I'm so jelly.

    None of my games ever get anywhere in IGF :(

    Happy for you though! Congrats <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Weird, my game solved it's own problem. o_O

    May have been something to do with sound or maybe deleting objects.

    But thanks anyway Joanne! I tried it, there is a slight different on my iPhone 5 as well.

  • I've had this problem for every game I've done on the iOS.

    I've checked to make sure that I'm deleting all the objects I create when not needed, and there's always been around 10-30 objects on the screen. At the start it's fine, but after around 2-3mins it starts lagging.

    This is very problematic since I'm doing an endless running game.. would appreciate any help I can get! Is there any sort of memory leak or something that I could be missing besides deleting objects?

    EDIT: This is the same on both Mobile web and CocoonJS when hardware accelerated..