Rory's Recent Forum Activity

  • I believe in the case of Armageddon Wars, they didn't even copy the game in the sense of making a replica of the original. They blatantly ripped the game's packaged file and reuploaded it as their own, and took the profits.

  • Is your "On Death" event, the one which starts by checking Lives < 1 and playing the death sound checking only once?

    If not, it may be playing the sound over and over at a very face pace creating the grindin noise.

  • Yeah, I don't think you can at the moment, I experimented a little with the tools.

    I do it all the long way with exported PNGs.

  • Resource Hacker aka. resHack

  • Or do a While conditions are true - Left key is down,

    Every 0.2 second, add 1.

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  • Hmm, most ideal is to work on multiple aspect ratio choices if you're going to give an option for fullscreen then!

    Did you accidentally use 408 instead of 480? :p

  • Games on the web can technically be any size. Though if you're going to make it fullscreen it is best to have it follow the standard aspect ratios. I've seen lots of weirdly size flash games in my time, none which seemed to ruin or change anything, I mean some games just need to be shaped oddly.

  • A lot of people would assume that C2 is less powerful an engine than say.. MMF2, or instantly label it as a toy rather than game engine. Maybe it's the cheap price tag and one time fee which makes people think - "Hey ain't this a little too good to be true?" and don't get hands on with the tool before they judge.

    I don't really know why, but in the past few reviews I've read on Construct, they never fully emphasize or even realize the simplicity of the engine and it's powerful capabilities. It's like they miss out on the potential of the engine.. but I know it's probably because we don't have many success stories and/or popularized titles made in C2 yet, so there's nobody going like "Woah, I can make a big title like SO and SO with Construct 2."

    With Construct Classic we used to have brilliant designers like Konjak creating stunning visuals for his games, really worked well as a demo for the potential of the engine.

    In the past few reviews, I've also noticed how they seem very nit-picky about small features (at the time) had not yet been added. Like one review on Indiegames which reported the lack of an .Exe exporter a week or so before Ash and Tom released r100 with the feature.

    I think ultimately, it comes down to us to make amazing games to be testimonies of Scirra's amazing tool.

  • Yes Heska, you can.

  • All I know is Web Storage still works in the EXE exporter because it's a HTML5 application wrapped up in a .EXE wrapper which also works like a browser just for that app.

    I'm hoping/guessing that CocoonJS, PhoneGap and appMobi all work similarly, and if they do, then webstorage should store things locally in the app itself?

    This is all just guessing, and wishful thinking.

    Maybe someone else with more knowledge and experience in exporting games will know better.

  • Ah, that does sound handy! It does have some good applications then ;)

  • Glad to be of help!

    I wouldn't want my NPCs to walk into walls before they jump.

    In Game Maker I used to check if there was an object located at the position ahead of the NPC about 30px away.

    So I would check the NPC velocity, if it was negative, I would check NPC.X - 30, if there was a object at the position.

    I can't think of any solution for this in C2 at the moment, too tired. But my workaround for now has always been to use a specific action collision box, like a "NPC touch this - jump collision object"

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Rory

Member since 19 Jul, 2012

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