Your C2 tests

  • Horace Pinker, and shortcut to the intro would be necessary, because if you play it 2 times, you'll need to wait a lot to start the stage.

  • Muco:

    I tried it that way, but it caused some issues that messed up the gameplay and I wasn't really able to resolve. Most adventure games won't let the player move while talking, so I decided to stick with that.

    I'm thinking about letting the player cut the dialogues by pressing a mouse button, though.


    I'm not quite sure, do you mean the player should be able to skip the introduction? That's definitely a good idea and shall be done ^^

    Thank you both very much! <img src="smileys/smiley42.gif" border="0" align="middle" />

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  • I tried uploading to the arcade but I couldn't get the double-pixel scaling thing or fullscreen working, so here it is as it would look.

    Arrow keys and space to shoot/move. Ships are all physics objects, with more physics stuff to come. <img src="smileys/smiley1.gif" border="0" align="middle">

  • I am currently working on a game that uses many simultaneous objects, I'm struggling to get a good performance via browser :P

  • Love the graphics! :D

    What browser are you using?

  • Love the graphics! :D

    What browser are you using?

    I'm using chrome, but I'm adjusting the amount of created objects, should only be a maximum of 500 simultaneous objects

  • Hello.

    I'm doing a Flashback/Street Fighter hybrid thing. Feedback would be great :D I'm working out the basic mechanics for now so there's not a lot going on yet.

    Double-tap direction keys to run, S to operate stuff, and Shift to bring up the inventory screen. Press any key to start.

  • ErekT

    you had me at flashback.

  • Behold, my first game: A crappy Breakout clone! The goal is to destroy all the targets (giant circles with x's on them), not the blocks.

    I'm posting the capx file so more experienced people (aka everyone else) can take a gander at my most likely horribly inefficient event sheets and give me tips on how to improve. If that's not to much trouble.

  • Hi everyone, I'm making a basketball game with different challenges. You have to fulfill different requirements to proceed. Throwing the ball through three basketball rings, to barrels/ floating barrels, or to burnt boxes to put out the fire. Thanks <img src="smileys/smiley1.gif" border="0" align="middle">

    Basketball Bandit

  • hi everyone,

    i've come to show off what i've been working on and ask a question.

    i'm making a story driven platformer and i've never done this before. i'd like to ask someone with more experience how i should go about streamlining my design. i've built the level with tiles but my computer seems to be struggling with what i've made so far and the FPS are super low. also, when i test the game as i build it, it looks fine. however, when i export it i get some extreme gap-age between the tiles. any suggestions?

    my game so far...

  • can you explain what is c2 goes ?


  • Link seems to work fine for me

  • CleverName81

    I went to your game, and didn't notice the gaps you described (I'm on a PC). The speed seemed fine. I really like the way you set up the parallax. However this has me very curious. I've read in other forum posts (I think Arima mentioned it), that "over draw" will cause things to slow down. I can't remember exactly how she described it technically, but I was wondering if having too many parallax layers contributes to over draw.

  • Val

    Thanks for mentioning 'over draw'. i had never heard of it. i'm looking into it now (also your seaturtle game is beautiful).

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