GenkiGenga's Recent Forum Activity

  • Ah ok, glad to hear its better now. You can make sure your buttons are always where you want them by setting a new layer's parallax to 0, 0 - and then setting the X.Y positions of your buttons using the ViewportLeft( 0,0 LayerNumber) + pixel amount.

    Here is an example.

  • Hey g3nki, are you using point sampling in the configuration settings?

    It's hard to say what resolutions will be in 2 years but in general you want to use the lowest you can get away with graphically and then use the scale outer option to give you more space on the edges on wider screens.

  • Boulderdash! I used to love this game as a kid and your version is looking good. The only feedback I can give is that it's currently a little unclear how big the exploding radius is because of the splatter effect. Maybe the explosion animation should be a little smaller? I dont know.

    Keep it up.

  • I agree with you Tele, C2 having the ability to create multiplayer games is a massive selling point. It really should have its own section on the feature page! Its kind of a hidden feature the way it is now. I'm also curious if anything is planned for 2015.

    Sadly, it seems that not that many people are actually using it at the moment so I'm afraid it has slipped down the priority ladder.

    I would love some extensions to the signalling server to incorporate a kind of match-making system (that is if you cant already work around it somehow, I haven't checked).

  • Version 1.3!

    Fixed a couple of bugs with the creature auras (cards with an aura have an active effect when on the field, if the unit dies the effect is goes with it).

    Added 10 more cards for a third deck and a temporary selection menu so players are able to choose which one they want to play with when the game starts.

    It should now continue to work when either player minimises the browser for a short time (still ironing out a few kinks with though).

    Added some in-game tips to help players get with the flow of the game easier. Will add a toggle for this in a future update.

    Made a change so now if you select an enemy tile while its your turn the movement range for that unit shows up. Should make things easier when planning your own moves. Still more to do along these lines but it's a start.

  • Here it is working. I left a few notes where the problems were.

    I wish I could tell you exactly what is happening but I haven't experimented with real-time networking enough to explain it.

  • I would keep the 25 levels and just compare a difficulty variable 'On Start Of Layout' and make any adjustments you need to from there.

    You can add a subfolder in the Layouts section of the project window. Also you don't need to have everyone of those layouts open at all times. You can close any off and then just double click them from that the project window again to bring them back.

  • Looks amazing. Love the animation.

  • It's looking great. Keep up the good work.

  • Good start, I really like the colour scheme.

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  • Hey Dj was pretty fun. Controls well.

    Works good on ipad 2 (tiny bit of screen tearing though when playing on GameJolt).

    Would have been great to know what the target speed was for each level, I think it would be more addictive that way. Good work and good luck on the appstore.

  • Experiencing the same thing here. I don't have as many sprites as lolva so it wasn't much work to resize everything again, but now every time I open up my project fresh some sprites are way out of proportion.

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GenkiGenga

Member since 20 Oct, 2011

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