Headbang Games's Forum Posts

  • ozzmotor there is already an effect for this, check out this page

    But keep in mind, in webgl the effects are limitied to the sprite bounding box, so if you want to draw below the image, you will need a lot of empty space on the original image.

  • Bad Fall is the first in a series of three mini-games we are creating as part of the Bad Pad family and as an extra promotion tool.

    The mini-games are based on parts of the core mechanics from Bad Pad with extra features added to make them stand as a game on their on, also the control scheme is slightly simpler and there is touch support so you can play it on you mobile/tablet too!

    The games will be free to play and ads free (aside for Bad Pad promotion material in the menu)

  • I think this bug was addressed in one of the latest betas, try it with 225.

  • What about an option to select the type of the new created object when dropping an image into the editor layout?

    Currently it only works for sprites, it could be nice if you could also select tilebackground/9patch/tilemap etc.

  • no prob.

  • Inside your capx or project dir, locate the event sheet under the directory "Event sheets".

    Edit it with notepad++ or any other tool you might use.

    Search and replace <param id="0" name="Gamepad">0</param>

    to

    <param id="0" name="Gamepad">1</param>

    or

    <param id="0" name="Gamepad">2</param>

    or whatever.

    for easier access you can move these action to another "controls" event sheet and attach it to you main one.

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  • Unfortunately the steam controller doesn't really work with things outside of steam big picture mode. There are some workarounds to make it partially work and I am hoping that will change in the future because I love the controller. Outside of big picture mode you do still have mouse control so if its a mouse only style game you could use it.

    So it arrived and it appears that it also functions as a keyboard and not just mouse, so I can move with the analog and use the buttons by mapping them to keyboard keys.

    For most games that's enough, even more it's a little better because I also have control over the mouse and a builtin virtual keyboard, so I can pretty much do everything with one controlling device, the only downside I can think of is that you don't get to use the sensitivity of the analog, but that's a feature you don't always want or need to use.

  • You can also pin everything to an anchor object and move it, won't do any different to performance, but will be easier to maintain and animate.

  • Oh cool!

  • Well that's a shame, too bad they don't mention it anywhere on the product's page, should have done some more digging

  • How is this any different from spriter?

  • Unfortunately the steam controller doesn't really work with things outside of steam big picture mode. There are some workarounds to make it partially work and I am hoping that will change in the future because I love the controller. Outside of big picture mode you do still have mouse control so if its a mouse only style game you could use it.

    Really, do you mean I can't use even on native window games?

  • Yes I did, for the xbox, but I don't think it was C2 or browser related, my receiver was not functioning well with the latest driver and I read somewhere that reverting it to the older version from 2009 (official builtin in windows, no download required) fixes it and it did.

    The ps2 controller works fine without any special requirements.

  • I am working with a wireless xbox360 and a ps2 wired with an adapter, both works good.

  • Just order myself a Steam controller, looks pretty cool!

    http://www.amazon.com/gp/product/B016KB ... ailpages00

    Does anyone know if it's supported in the browser gamepad API?