Ashley's Forum Posts

  • It's not a bug, it's how you've written the events. I wouldn't advise you activate and deactivate groups of events like that - it looks like you're trying to use them as functions, but they work more like a big "if group of events is activated" statement.

    What you've done works like this:

    1. Bullet collides with plane -> the "PlaneHit" group activates.

    2. In PlaneHit: If the plane health is <= 0, it destroys with an explosion.

    3. In PlaneHit: the next event is empty, so 'subtract 1 from health' affects all the planes. That's where your problem is. It doesn't remember the affected plane because it's an entirely different event.

    To make sure you reference the right objects, put the actions in the relevant event, and use subevents beneath that. Have you tried the beginner's guide? It shows how to take health off the ghosts and destroy them correctly, like you're trying to do with the planes.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hey, thanks for stopping by :)

    In addition, many amateur indie game developers can afford USD65 for the indie version.

    Don't forget right now it's only $32! We're doing 50% off for the early adopter period, which should last at least a couple of months.

    . The demand of HTML5 exporter is actually not so high. I believe that the demand of EXE exporter is much much higher.

    When we only had an EXE exporter with Construct Classic, everyone wanted their games to run on the web. Now Construct 2 exports to HTML5, everyone wants their games to run in EXEs. (Well, not literally everyone, but you see my point.) There's demand for both. We started with HTML5 because it runs everywhere, it's new, and it's going to replace Flash. We are planning other exporters in future - Construct 2 exporters can be written as plugins, so it can be extended forever, even by third parties.

    ctually, the demand of SWF exporter is also high.

    Given we think HTML5 is going to replace Flash, I don't want to make a SWF exporter, because it's only a matter of time before it will be ignored in favour of the HTML5 exporter.

    f Construct 2 wants to compete with GameMaker, detailed official tutorials for different types of games in PDF format are really necessary.

    We realise the high importance of tutorials and documentation and we're hoping to get all that written up and documented ASAP. Have you also seen the Beginner's Guide? It's not in PDF format, but is the format of the tutorial that important? I guess I could make a PDF if there's some advantage to it.

    Thanks for the comments, let me know if you have any more questions :)

  • You do not have permission to view this post

  • You do not have permission to view this post

  • There are lots of reasons people don't update software:

    • they don't understand what it is,
    • they don't care,
    • they don't want to go through the hassle of half hour or more installs, especially if it might break something,
    • they might not have bought the software through "proper channels" and are nervous about updates,
    • they work at a large corporation with an IT department with an "if it ain't broke don't fix it" ethic,

    etc. etc. It's definitely best for everyone to use up-to-date software - usually it's faster, better and more secure. However, not everyone is knowledgable about technology, and might not see it that way.

  • 1. When we get a exe exporter? This is very important for many people.

    We understand this is a popular request, but we're stretched to the limit working on the editor and HTML5 exporter! Once those are done we'll consider other runtimes like an OpenGL EXE exporter.

    . Construct Classic give us a lots of awesome graphic effects, shaders, blurs etc. When we see this in Construct 2?

    Possibly with a WebGL runtime after HTML5 is done, or with the OpenGL EXE runtime.

    . Does the current version of Construct 2 gives us the opportunity to create advanced rpg engines?

    It should do - there may be missing features but we're filling in the holes as fast as we can.

    . What with sprite editor? Construct Classic sprite editor its very cool!

    We're still working on it!

  • The first time the character flips it mirrors the texture on-the-spot, which can cause a temporary pause if the image is large.

    You should not have such a large image though! Your game will perform a lot better - and download a lot faster - if you resize the large image to be small outside of C2, then import the small image. You should not design games to use such large images! If it performs badly with large images, there's nothing we can do. You're giving the browser too much work to do. You just have to use smaller images.

  • Have you got the latest graphics card driver? Also, do you have that ATI Catalyst Control Panel thing installed? Construct 2 is powered by OpenGL, and sometimes the control panel forces texture compression or other options to be "helpful", but it breaks the image editor. Maybe try finding texture settings and disabling them if anything like that looks like it's enabled.

  • You do not have permission to view this post

  • If anyone has license issues, please email us at licensehelpysg@scirra.com! Thanks, locking this thread now.

  • It may be possible to back-port the OpenGL runtime (when we make it) to XP SP1 (or even no service pack at all!), but it gets increasingly difficult the further back you go. For example, C2 uses a local HTTP server to preview HTML5 games on. The HTTP server is provided by XP SP2 and later. Therefore, to support SP1 and earlier, we'd have to find an alternative HTTP server API or write one ourselves, which would cost time/money, and hold back other features we really need to do. Then, there might be 3 or 4 other features we need to repeat that process for, because they're only supported by SP2 and up. So it could be a lot of work, all for people who haven't installed a free update that was released about 7 years ago.

    So writing a runtime from scratch we might be able to do it, but from the developer's perspective, it makes things more complicated and time-consuming, which is especially expensive for small businesses that don't have whole teams of programmers to throw at problems.

  • Things have been moving quickly lately and most of what I said in that post doesn't apply any more - we're offering pounds, sterling and euros as currencies.

    'Demo' usually means 'time limited to 30 days' or some other time limit. I don't want to give the impression that the free edition is going to expire. It lasts forever, so I think calling it the free edition is fair. Nobody expects the free edition to have all the features when there's a license available beside it.

    As for the 100 event limit, well, I'm not sure what you want us to do instead? Should we give away the full version for free? Then how do we keep running? :-\</p>

  • Um.. just curious if Zako0 is part of the 'we' working on this?

    He said he was working on a physics behavior. However, he's a third party dev and we're not paying him, so he's not under any obligation to do it - if he doesn't, we'll make one ourselves.

  • Use the 'additive' effect on the sprites with a black background and they should blend in to the background with a nice effect.

  • I've been working hard to try and fix it: r51 introduced a change to try and fix it which didn't work, and I just released r51.2 with another change to try and fix it. Have you tried r51.2?

    It's a very difficult one for me to fix because I have a nVidia card and everything works fine for me here, so I'm having to trawl through documentation, guess if there are any driver bugs, etc.