LukeW's Forum Posts

  • For some reason, since the latest stable build, I keep accidentally zooming in/out the UI when I mean to zoom around the layout while using the ctrl+mousewheel shortcut. Now I know that doubles as quick-zoom in browser, but I swear I never had the issue prior to the latest release. Now I seem to be hitting it all the time by accident.

    Essentially, it happens when I'm working quickly and quick-zoom while the mouse is over the properties bar and what not, so instead of zooming the layout, suddenly my whole setup goes crazy and I get a message prompt stating to restart for changes to take affect. Usually I can just reset the zoom and keep working, but tonight when it happened it completely threw out the mouse placement in layout view and wouldn't fix itself with an entire restart.

    I know it's pretty trivial, and I'm being clumsy by triggering this at all, but I swear this never used to happen.

    Using Chrome... Maybe I should just disable that in my browser?

  • My favourite condition/action combo is:

    [ * ][restart layout]

    * = a blank condition

    No crap, I've lost count of the amount of times I've had students put their hands up (or just yell across the room) that their game is frozen and won't respond.

    This is the first thing I look for in their event sheet and sure enough, it's almost always the same thing. I guess they figure that having a blank condition means it won't trigger the action.

    The other one they always mess up (despite me telling them many, many times) is creating a layout but not linking an event sheet to it.

  • Also, took people's advice and hired a musician. Currently some new tracks in world 3, hoping to get world 1 rewritten soon.

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  • That's a cool feature!

  • - a story that has been told a million times

    Yeah, this is an area I totally want to improve. Right now the cutscenes are pretty much just placeholder material until I get something more fleshed out. Probably a good thing though if I'm changing all the characters, means I don't have to redraw a bunch of cutscenes.

  • oof, I don't know if I can compete with this, looks fantastic.

  • Is that a duck in your avatar? :D

  • aaaaand... serious question. What do people think if I replaced the player character with a duck and renamed the game to something like 'Quacked Crusaders'?

    Kind of a pain to do at this point, but it would be pretty funny.

  • Couple of updates...

    Replaced the Bat King boss from world 1 with this dragon:

    Added a zoom function, mainly for testing, but good to see how the game plays at a wider zoom.

  • I made a quick vid demoing how I get my levels built in C3:

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  • I might be wrong, but I don't think you can do that with a particle effect as individual particles can't be tuned like that. Might be possible to do that with a shader, though I have no idea how you would approach that in C3 or even if it's possible.

    Might be able to do it with individual instances of a smoke sprite (maybe with physics behaviour) and set their blend modes accordingly. Not sure how efficient it would be though.

    I'm sure one of the gurus on here will have a better method.

  • How do you feel about a strikethrough text effect as a visual indicator for a checklist?

  • Checklist idea sounds good. I'll have a think on how to best incorporate it.

    How did you find the performance on the s5? I tried it on my son's s4 and the performance was pretty bad in terms of framerate.

  • sure,

    I'm using the C3 runtime with the stable channel.

    I'm exporting through Cordova using the C3 export options. All export options off, hide status bar on, and min version +5.0 (Lollipop) which is by default, though I don't get good performance on old phones using that OS so will probably restrict to newer OSes before proper release.

    Using signed APK which is a requirement of the Play Store, though prior to that was getting the same performance with debug APKs.

    I mainly just followed the guide on the Construct main page for building mobile APKs.

  • Added a timer. Currently set to off by default.

    Also had another look at the jump/attack button collision boxes. Turns out they were overlapping by a couple of pixels, which may have caused the wrong button to be tapped if it was right in that zone. Have separated them a bit further so hopefully that will help.

    Cheers