TELLES0808's Recent Forum Activity

  • Any thing you place on the screen get a UID, if you delete it, and it don't have a copy on any other layout, you'll lose all its properties.

    It's a logic of visual programming, also, you can cut a object and paste, you'll have their setup all right.

  • By way, isolate a problem would take hours, know it because my last reports consumed more time to make the sample than doing games.

    But it's okay, everything is valid for the Cause!!!

    I had this issue on the past with Global objects, while transferring them to another layout, to make the old layout cleaner and set one place to organize all the sprites for the game (easy to manage).

    If it happen again, so, the desired file will be generated.

  • Plugins to shadow 2D objects.

    scirra.com/FORUM/player-position-based-dynamic-shadows_topic62613.html

    scirra.com/FORUM/effect-2d-dynamic-lighting_topic59130.html

    By the way, you can use a set of detectors, moving the desired shadow up or down on the same layer, like you did with the player, but dealing with the overlapping issue would require one of that special effects to setup it.

    Destination Out is the way to go..

    <img src="https://www.scirra.com/images/articles/blendmodes.png" border="0" />

    scirra.com/manual/146/effects

  • I know this trees from somewhere, but didn't remember where =]

    Nice graphics, do you plan any story behind the scenes?

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/47035927/temp/test.capx

    Steps to reproduce:

    1. F5 to Preview

    2. Go to C2, shift F5 to Continuous Preview

    3. Catch the bug on the window.

    Observed result:

    A bug window.

    Was very, very, very frustrating to get this bug isolated in a very tiny file, hope you understand how hard it was, I spent around 6 hours to isolate the problem with a code of 350 events, where sometimes worked fine and later didn't..

    Maybe fishing could resolve =]

    Expected result:

    Continuous preview...

    Browsers affected:

    Chrome: yes

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Win 8 32bits

    Construct 2 version:

    R125

  • Arima, that's not entirely true.

    Jase00, if you go, use tiled background and set it to be invisible (not transparent, invisible).

    [tube]http://www.youtube.com/watch?v=pJFQftlOdH0[/tube]

    I had a big headache after doing a big mask with many polygons, because the engine check the collision on a runtime, and when it get low fps, the problems start to happen with complex polygon areas.

    Long, long time ago I reported this bug, and it was solved, but Ashley told me to avoid using big collision masks.

    <img src="https://dl.dropboxusercontent.com/u/47035927/temp/collision_issue.png" border="0" />

    scirra.com/FORUM/collision-polygons-and-detection-issues_topic54181.html

  • Amazing, I loved all of them!

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  • So sorry, I didn't know the dimension of your project. I have no clue about how you can solve your problem.

    Maybe doing smaller maps, where the amount downloaded for each layout is minor.

    I have read an article a time ago about how the downloads works too, and there they explained the wast of bandwidth when the user need to download all the project in one single shot.

    By now, it's nice, because C2 have a feature to download only the necessary for each layout, and doing smaller layouts, you can guarantee to the player a fast download (using a custom loading screen for the transitions, where on a fast server would be imperceptible) and if the player don't finish the game, you'll not waste the entire game size on a single download.

  • Darklinki, It need to be in folder or CAPX mode?

  • rosareven

    I always talk for the four winds my love for old school games, and as an enthusiast and hobbyist, make game was always an alternative cheaper than others (less Table RPG).

    But I had fun time with Table Warhammer, painting real miniatures, doing mokups, etc.

    The idea to leave something nice, with a nice story behind, is great, and someone remembering your games is the saint graal for Hobbyists.

    Make games with the specific style to meet exactly what will look better on the gameplay, is hard, specially on the develop art area.

    Also, a main issue to kick start my projects, by personal experience, was find a good artist (I never had this luck, and started draw my own pixelarts).

    When a idea appear, the first thing to start is dreaming awake, I do a story line on the mind and on the evening, sit down to write or record it, then, sketch a scenario and some characters.

    I'm following a leaning curve, doing games to learn how to work on the main project, so, look this:

    Equilibrium - Main Game;

    Category: Platform (Megaman, Super Detroit, Mario ), Race (Mini racers ), vertical scrolling shooter (Tyrian ), base jump simulator (uberleben), and the next goals are RPG top down and run to live styles.

    The main goal is make a game to remember how fun was playing The Ultimate Stuntman, an absolute diamond piece on the indie game field. A very small amount of persons know the real situation of that guys to make their games on a age where Nintendo was doing the best to lock their technology.

    [tube]http://www.youtube.com/watch?v=uIPFkdSQm6U[/tube]

  • for example, to random 360 degrees in 10 degrees, I usually use int(random(0,36))*10

  • I was devalued, lol, joking...

    Brilliant job Tom, I liked to see my next goals on the screen! =]

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TELLES0808

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