Tokinsom's Forum Posts

  • Problem Description

    Adding the NWjs object to a project and attempting to debug a layout throws an error and prevents the preview/debugger from running.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/105 ... Error.capx

    Description of Capx

    Blank .capx with the NWjs object added.

    Steps to Reproduce Bug

    • Run the layout in debug mode.

    Observed Result

    Error message pops up and debugger fails to run.

    Expected Result

    No errors.

    Affected Browsers

    • NWjs

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r231

  • Cute little platformer!

    Some comments/suggestions:

    -Probably intentional, but the font is hard to read, especially in the little speech bubbles.

    -The camera offset when the player changes direction is extremely disorienting.

    -A windowed mode would be nice.

    -An option to enable pixel rounding / "low-quality" fullscreen would also be nice. That sub-pixel movement is smooth but kinda ruins the pixel art.

  • Yeah this would be nice. I think if you consecutively run in debug mode then things stay the same but if you close everything out or run the game normally it reverts back to 1 window and all.

  • Geez this thread is 4 years old man. Yeah it works now.

  • This is a long-standing issue with the platform behavior; nothing to do with using dt in events.

    There has been a number of threads about it already, like this one:

    There's one solution by JohnnySix at the bottom of that thread. Last time I implemented/tested it was 2 years ago so I dunno how well it works now but it's worth a shot.

  • While The Iconoclasts was a CC game, today it only serves as a prototyping tool. The release version is done by another partner company which use the CC game as a reference and recode it some other engine (I asked him a few days ago because I was curious and that's what he said).

    So including it in the frontpage features would be counter-productive, since it would immediatly spark a discussion about why he decided to do it this way instead of porting to C2 and releasing it

    Oh? I thought he said they made a new exporter for it like Chowdren for MMF. He never posted any old content remade with the new engine so..that's a bit weird.

    Anyway, The Iconoclasts is just one example. Also it's been in development for almost a decade (including the original version, Ivory Springs) so my earlier point still stands lol.

  • C2 has not even been out as long as many popular large-scale indie games have been in development, so there's that. Also there were a number of great games being made in C2 that were ultimately canceled or switched to other engines due to breaking changes and frustration with C2's reliance on 3rd party technologies.

    There are a number of great and popular CC/C2 titles, but the front page shows very few. It's pretty amazing that games like The Iconoclasts aren't on there. A better/dedicated showcase page would be nice, but I'm sure it will take a lot of time for Scirra to evaluate projects and decide what should and shouldn't be on there...valuable time that could be spend working on C3 and more important things.

    Its gotten super easy to make games (despite idiotic complaints about third party issues), and the market is super saturated.

    So to sell anything you have to spam the world, which is basically what Supercell, does.

    That or hit on some viral game mechanic( Flappy Bird, Agar.io, Slither.io)

    Not necessarily. Good games market themselves. If you can manage to get a single article on a site like Destructoid, where dozens of other gaming news outlets rip their content from, then you're pretty much set. Also, the complaints about third party issues are totally legitimate. Just ~6 months ago NWjs started throwing JS errors, many features like window scaling and audio broke, the debugger didn't work, we all got ghost processes, and so on. And that was after at least a year of dealing with that whole "jitters janks and snags" issue. And that's just NWjs. I can't even begin to list the problems with all the mobile shit.

    Wouldn't bother with Fusion 2.5 now; Fusion 3 is being revealed this fall. As for the actual release, however...could still be a little while.

  • Is this not what rendering & collision cells are for?

  • That's pretty cool but I recommend using a sprite object instead of tiles so you don't have 2 families to check collisions with (solid tilemaps & solid sprites).

  • Yeah that XPS 13 is basically a super sized phone. You can do way better than that for around $1,000. Maybe an MSI Ghost, Asus G751, or HP Omen 15. All have dedicated GPU's and at least a 15" screen so you're not squinting at your event editor all the time.

  • AapO There is a license on each product page in the scirra store. It varies depending on the product category.

    For this game kit and other templates you are allowed to use the assets in 1 commercial project per license purchased. However, there are numerous restrictions.

    Copied from the template license section:

    1. Grant of license
    This Agreement is a license, not an agreement of sale. Licensee shall not acquire any copyright ownership or equivalent rights to any of the Licensed Content. Seller and the Licensed Content sources retain all right, title and interest in and to all of the copyrights, trademarks, and all other proprietary rights in the Licensed Content. All rights in and to Licensed Content not expressly granted in this agreement are retained by Seller or its suppliers.
    
    Licensee may provide access to Licensed Content to no more than ten Authorised Users simultaneously, provided that access to Licensed Content is used solely for the purpose of creation or reproduction of Works for Distribution made by or on behalf of Licensee.
    
    Licensee may use the Licensed Content in up to 1 commercial projects. A commercial project is one defined as a Work for Distribution launched with the capability to generate revenue, or intention to generate revenue through the sale of, licensing of, or otherwise intend to generate revenue directly from the Work for Distribution. If Licensee wishes to use the Licensed Content in more than 1 commercial projects they will need to purchase an additional License or the Licensed Content at the exclusive price if one is available (c.4).
    
    Licensee is permitted to use the Licensed Content in unlimited free projects. A Free Project is one defined as a Work For Distribution that generates zero revenue, has generated zero revenue and does not have the capability to generate revenue in any form.
    
    2. Restriction on Use
    Licensed Content may not be used contrary to any restriction on use indicated herein.
    
    Licensed Content may not be resold, sublicensed, assigned, transferred or otherwise made available to third parties except as incorporated into Works for Distribution. Licensed Content may not be distributed to third parties as standalone files or in a way that unreasonably permits the recipient to extract the Licensed Content for use separately and apart from the Work for Distribution.
    
    Licensee may not distribute the Licensed Content in any library or reusable template, including but not limited to game templates, website templates intended to allow reproduction by third parties on electronic or printed products. Licensee may not distribute Licensed Content in a manner meant to enable third parties to create derivative works incorporating Licensed Content.
    
    Licensee may not superficially modify the Licensed Content and sell it to others for consumption, reproduction or re-sale. For example, but without restriction, Licensee may not resell audio tracks as backgrounds, hold music, ringtones etc.
    
    Licensee may not incorporate the Licensed Content into a logo, trademark or service mark.
    
    Licensee may not incorporate the Licensed Content in advertisments (excluding advertisments for permitted Work For Distribution), broadcast TV, theatrical or movie releases.
    
    Licensee shall not use the Licensed Content in a manner that violates the law of any applicable jurisdiction.
    
    Licensee shall not claim copyright or attribution of Licensed Content.
    
    Licensee shall not use the Licensed Content in a pornographic or defamatory manner, whether directly or in context or juxtaposition with other materials.
    
    3. Term and Termination
    The license contained in this Agreement terminates automatically without notice from Seller if Licensee fails to comply with any provision of this Agreement. Upon termination, Licensee must with immediate effect stop using the Licensed Content, destroy, delete and remove the Licensed Content from Licensee’s premises, computer systems and storage. Licensee must also make all reasonable efforts to ensure that copies of the licensed content are removed from any locations it has been distributed to.
    
    4. Exclusive Licensed Content Pricing
    If you purchase an asset an an exclusive price, you are also bound by all terms in this License (c). An exclusive price means that the item from that point onwards will be delisted from the Scirra store and no longer for sale. Non exclusive licenses may have already been sold up to that point. Use the sales figures published on the items page for indication of how many have been sold to date. Licensed Content purchased at an exclusive price are permitted for use on unlimited projects within the terms of this Agreement.
    
    5.	Refunds
    If you receive a refund for payment of Licensed Content in part or full, your license is terminated with immediate effect and you must follow all termination procedures listed in (c3). If you purchased Licensed Content at an exclusive price it may be relisted for sale in the store.[/code:1mq0ie5o]
  • Looks like Stagelight is only for Android/iOS so...FL Studio.

    I started with LMMS. It's not bad, but FL Studio is better.

  • Discmach Hmm..hadn't planned on adding a melee ability. I'd like to keep this kit as simple as possible, and a mechanic like this could be confusing since it'd toggle entire components of the player engine. Same reason I removed the morphball before launch.

    For a rudimentary melee attack all you really need to do is add a Player_Melee function call in the Player Input group, then have that function disable Player Mechanics & Player Animations, then play the melee attack animation and spawn the blade object. When the animation is finished or the player has been hurt or whatever, you can re-enable said groups.

    If you only want the melee attack to disable certain mechanics like shooting, but leave others active like moving left/right, then you can create more groups and do something like above. Alternatively you can use a parent event that checks if a melee attacking boolean is false, and put mechanics that should be disabled when attacking underneath it.

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  • But what did you mean by lowering the Acceleration/Deceleration exactly?

    Well in the original game his acceleration and deceleration are a bit lower - it takes him a tiny bit to start running at full speed, and he "slides" a bit after stopping. In your engine he starts walking at max speed and stops instantly. But again, it's all about how close to the original you're trying to get.