PixelAmp's Recent Forum Activity

  • I'm in the same boat as the pug... :)

    I started using Construct 2 within Parallels 7 and it ran pretty well (newer 2012 MacBook Pro). But the opportunity came around to pick up a Windows 7 laptop so I have started doing everything on that now.

    But I would never turn down a port of C2 for OS X. Never. ;)

    But I would also rather see more functionality go into the current build rather than see Ashley do what some of the other tools have done and split their effort between multiple platform builds and see new functionality suffer.

  • Argh! Thanks Whiteclaws! I'll give that a shot as soon as I get home. That would make total sense.

  • Hmmm... I still must be doing something wrong. I updated the file in Dropbox if anyone is interested.

    It seems like it is getting confused as to which instance of my wall object to calculate against as it doesn't seem to fire consistently. Sometimes you can run right into a wall and it doesn't fade into view.

  • Doh! Thanks keepee for both the hint on my expression and how to post the capx. I'll give that a shot. :)

  • Hi everyone,

    I am having some difficulty with getting my player object (a submarine) to trigger the opacity of wall objects. The idea is that the opacity of the walls are initialized to zero so they are not visible until the player begins to move within a certain distance.

    Unfortunately it seems like regardless of the distance I set, the opacity is set randomly. It could be due to there being multiple wall objects placed around the player but I am not sure.

    I have attached a link to the capx but if anyone has any ideas as to how to tackle the problem in general, that would be appreciated too.

    Thanks all!

    Gradual Fade Issue (Updated)

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  • The graphics look amazing (just in case you need to hear it one more time) and I have always said that you can't go wrong with Astral Projection.

    If you haven't already, I think you should get this into Steam Greenlight as you get further along.

    Great work!

  • Yes, there is no doubt that they have their work cut out for them. I guess it's one of those wait and see things.

  • Hey guys, thanks for the replies.

    I think I should have posted this in a different section. I was looking more for thoughts around having a potential new platform/market to target rather than a request to add this to a bucket list for Ashley (though I wouldn't mind hearing his and Tom's thoughts). :)

    Anyway, tomasabril, it is based on Android; they recently noted that they are going to launch straight into Jelly Bean rather than ICS which was originally proposed. And yes, Chrome runs on Android...

    But definitely good ideas from you guys to follow up with OUYA (to see if access to a browser is even possible) or see if anyone is going to publish a wrapper that would be supported.

    I think it's always good when indie developers have another option to publish to and hopefully we will get an opportunity to see some C2 games eventually in whatever form of an app store they have.

    Thanks guys!

  • If you were in on the Kickstarter then you probably received the update today on how game developers can get started developing for OUYA sooner than later. If not, here is the link to the posted article:

    ouya.tv/game-developers-how-to-get-started-on-ouya-now

    I can't wait to get more information so as to determine the probability of getting Construct 2 games on their platform.

    Some of the more interesting notes:

    1) OUYA will be powered by a TEGRA 3 chipset so you should be able to grab any existing device on the market and use that for testing until the official boxes are made available.

    2) They made the shift from Ice Cream Sandwich to Jelly Bean

    Any thoughts on the viability of OUYA? I'd love to see it happen. The more choices the better.

  • Could you create a global variable to track/count coins as they are spawned? Then your 'coin generation' events could check to see if the variable is less than x and if so, spawn another coin.

    Then, as the player collects a coin, decrement the count by one.

  • Ashley: Ouch! That wouldn't be surprising. I fought with it on a couple of projects earlier this year and it was an extremely difficult platform to get anything working on. If I recall correctly, PhoneGap Build actually just pushes your project to the RIM servers for packaging as well so that probably wouldn't improve much.

    Maybe I will have to go and take another look...

  • I'm glad to see RIM holding on; I hope they can turn things around once BB10 hits the markets next year.

    If you don't want to wait until it is included as a standard option in C2 (which would probably depend on where it sits on the roadmap and if there is value in targeting what is already a shrinking market), you could check out PhoneGap Build.

    build.phonegap.com

    scirra.com/tutorials/71/how-to-make-native-phone-apps-with-construct-2-and-phonegap

    Good luck sheepy!

    I've used it for building iOS and Android apps and it was pretty slick. There was a bug (earlier this year) with file names so just make sure you read up to see what the status is on their build cycle.

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PixelAmp

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