Anonnymitet's Recent Forum Activity

  • Congrats. The game looks beautiful!

    Was this a part time project or did you work on it full time? And what software did you use for your assets?

  • gillenew Really like all your projects you have posted here on the forum. Your art is top notch!

    Why do you get scaling issues? What type of scaling are you using?

    I also use pixel art and usually use scale outer and the game won't stretch a pixel. So it looks pixel sharp on any kind of screen from SD to a huge tv screen. Letterbox would also scale it without stretch but maybe leave black bars around the edges on some devices

    I also question this about making games for PC or mobile. But to be honest I hate making iOS games because it is just so complicated and the review time for a game is just too long. And when it finally is up something doesn't work and you have to update it and wait again. I'm an organized person (OCD maybe

    Wish it was as simple as google play where you can update a game within minutes. But iOS is by far the best platform if you want to make money.

    So I quit doing mobile games just because of the apple hazzle and made a game for PC instead which will be released on Steam soon

    I need som help. It has been mentioned before but I can't find a solution.

    I have followed the steps and tried every version of the greenworks plugin and I always get this error when I try to run the game and on some versions it only crashes on launch.

    Uncaught node.js Error

    Error: Cannot find module './lib/greenworks-win32'

    at Function.Module._resolveFilename (module.js:336:15)

    at Function.Module._load (module.js:273:25)

    at Module.require (module.js:362:17)

    at require (module.js:378:17)

    at Object.<anonymous> (C:\Users\Linus\AppData\Local\Temp\nw9492_10344\greenworks.js:14:18)

    at Module._compile (module.js:454:26)

    at Object.Module._extensions..js (module.js:472:10)

    at Module.load (module.js:354:32)

    at Function.Module._load (module.js:310:12)

    at Module.require (module.js:362:17)

    I'm using NW 10.5 if that has anything to do with it? And yes I have renamed the exe to nw.exe

    Thank you in advance

    UPDATE:

    Reinstalled construct and everything and even tried the latest node webkit and now the game launches with greenwork plugin but I only get black screen. What to do? Did you ever solve this Aurel

  • Kyatric Now when I read my post again I can see what you mean and it was pretty clumpsy written by me. Might not be taken as light hearted as I actually intended it to be. I've edited the post.

  • As Kyatric said. If Ashley makes it possible to translate the language file in the software for C3 this problem would be solved. And I can see many tutorials in Russian so if tools are provided to translate construct it wouldn't take long for a russian version.

  • I don't really get this talk about all these behaviour limitations? If my project needs something and a behaviour can be used then I use it. If there is no behaviour that suits my needs I make my own logic with the event system. What is the problem?

    If you need raycasting you can make your own with the event system. If the platform behaviour doesn't work for you, then make your own or tweak it.

    People seems to think that you are limited to only use the behaviours for the whole game. I only use a few and mostly do my own with events and functions that can be reused. I also work in Unity and Unreal Engine and you can download behaviours there as well but just like in C2 they might not suit your project and you simply make your own. So stop thinking that behaviours is a limitation. It's just a tool you can use if they suit your needs.

    I'm not saying that C2 doesn't have limitations. I'm just saying that behaviours isn't a limitation.

    Saying that you can't make a Super Mario clone in C2 is not true. It is actually pretty easy to make with behaviours and custom events and if you know what you're doing you would be able to make an exact clone of mario in no time compared to other engines like unity.

    I think this remake of Donkey Kong by Ribis in C2 is alot more complicated than a simple mario game and it shows what you can do by combining behaviours with custom events.

    Subscribe to Construct videos now

    So people who are saying that you can't make unique games with C2 are just not experienced enough. If you think outside the box and stop relying on behaviours and use the power of the event system instead you can create almost anything.

    And many people say that C2 isn't capable of making big hit games because there are so few good C2 games on the market. The truth is in fact that C2 attracts people without experience and most games released are to be honest pretty bad and the overall quality is really low. But the engine itself is capable of doing almost anything if you use it the right way but as any other engine it has its strengths and its weaknesses.

  • If you only want to generate four random numbers you could also use the choose expression. It's exactly like random.

    Example:

    choose(0,1,2,3)

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  • My projects are pretty big atm with whole music tracks and I have no experience in long preview loading times. All my games loads in under 5 seconds on all my machines. So I don't think C2 is the main problem.

  • Sorry forgot to send you the code. PM sent now

  • It is very simple to do and can be done in many ways.

    You can have a variable called "character" and make that each character have it's own number so 0 is a duck, 1 is a cow etc. So when you drag the character of your choice into the center of the screen you set the variable to that number.

    So on start of layout check the variable "character" and spawn the character with that variable number.

    Hard to explain but very very easy to do

  • It's hard to optimize for every device on the market and here in Scandinavia almost every single person young as old has a high end device so it's easy to forget to test on these older phones when everyone you know can run the game smooth as silk.

    But the truth is that C2 works just fine for medium+ performance devices if you know what you're doing. It's a really great and simple engine that makes it possible for someone to create a game without any programming knowledge.

    So if you want to reach the low end devices you might have to choose another engine for now. But soon the technology will be otimized and be less demanding and phones around the world will be better as well.

    You can't compare C2 with buidlbox games which are super simple free casual games that the buildbox team has developed and put huge amounts in marketing to make them top the list on the app stores just to be able to use them to market their super over prized engine. The performance on buildbox is great but as said before it is really really really limited and as basic as it can be. Only good for simple casual games.

    But I'm not saying that I wouldn't want a native export for C2. I would love that. But I do understand that everything costs money and if you believe that C2 should have all it's features it has atm which are alot more than most other engines and also every feature super expensive engines like buildbox has your're living in a dream world. A few hours at work and you can afford to buy a C2 licence.

    But I could easily pay alot more for C2 if it one day had native export. The problem is how many would?

  • I can't downgrade but you should update to the latest stable release of C2.

    https://www.scirra.com/construct2/releases/r206

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Anonnymitet

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Member since 11 Feb, 2014

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