MPPlantOfficial's Forum Posts

  • So in this tutorial

    https://www.scirra.com/tutorials/992/ho ... ith-ejecta

    it says:

    "Note: as of Construct 2 r191, Ejecta support is deprecated. We strongly recommend publishing with Cordova instead. For more information see How to export to mobile with Cordova."

    Does this mean SCIRRA is no longer supporting Ejecta or the other way around?

    Ejecta + VMWare seems to be THE BEST OPTION for me as I don't have an i-Whatever device to test my game in.

    This tutorial: https://www.scirra.com/tutorials/907/de ... e-easy-way

    is really good.

    So I think my best option would be to go back to release 191 (or 190 for a good measure ) and save my game there. Is this still an option for me?

    Another question: Does release 191 have this new "LocalStorage is missing" ; "Get LocalStorage" shenanigans that I'm seeing in r227? I want to be able to access my values simply using LocalStorage.LocalValue("HighScore") and not have to re-learn this crap.

    Thank you very much!

  • Hey guys. I'm curious about the Ejecta-VMWare option listed here:

    https://www.scirra.com/tutorials/907/de ... e-easy-way

    I don't have any i-Devices; I could borrow one for a maximum of one day maybe.

    Now I downloaded Ejecta and I'm getting it setup on my PC.

    I went to VMware's website: https://my.vmware.com/web/vmware/downloads

    and look at this mess.

    There are like 500 choices! From what I understand, I'm only supposed to get the

    "VMWare Workstation" and "VMWare Player" ones.

    Clicked on the Workstation and:

    https://my.vmware.com/web/vmware/login

    They want me to make an account and login so I click on register and:

    https://my.vmware.com/web/vmware/registration

    "Tell us about your department"

    "Tell us about your company or organization"

    What? So you're required to already be a business to be able to use VMWare?

    I haven't completed this step yet.

    Will the FREE TRIAL SUFFICE just to test my game?

  • just insert any resolution with the ratio you want and apply fullscreen letterbox scale or integer scale if pixel style game

    if device is larger or smaller than the ratio you inserted, there will be black areas in order to avoid stretching

    Great! Thank you so much!

  • From page 1:

    "The short version: don't target one resolution

    A common misconception is that you need to target a specific resolution, like 1280x720. However, there are so many different resolutions used that it's ridiculous to pick just one. It's much better to pick an aspect ratio, then scale the game to fit that. For example, instead of 1280x720, target the 16:9 aspect ratio. (Just enter any 16:9 resolution for the window size in Project Properties.) Enable Letterbox scale in the Fullscreen-in-browser project property, and now your game should appear correctly on any 16:9 resolution."

    From what I understand, if you want your game to appear on a 16:9 (or in my case 4:3 ratio) you HAVE TO pick the "SD 16:9 project" or "SD 4:3 project" when first selecting your project before inserting even the first object or event. There doesn't seem to be a way to do that. The Project Properties thingie only allows me to TYPE IN my desired resolution.

    Am I misunderstanding this tutorial?

  • That's the problem. I can't seem to set window size to 4:3. It doesn't give me that option.

    What if I want to run my game on a device that has 1800 x 960 resolution or something? The sprites will appear all stretched?

  • Hey guys. I built my game using the "new empty project" option that first appears when creating a new game.

    Now that I want to export my game to fit multiple devices, I want to switch to the "new sd portrait 4:3 project".

    I tried looking at the project properties but it just doesn't seem to give me the option.

    Now at least simply Copy-Paste Objects from from project to project but the events are the problem.

    Is there a way to switch layout size?

  • Congratulations on your success!

    Did you market the game on Twitter or Facebook?

    I'm about to release a game myself.

  • Once you import the wav file, so long as both an ogg and an mp4 files are both made, then all platforms are covered. Feel free to delete the wav file. Though C2 has discarded the wav file for a while now automatically... are you using an old version?

    Oh i see. Yes. I'm using a version I downloaded a long time ago when I was still looking for the right engine to learn making games.

  • Hey guys. My CAPX went from having a size of about 11MB-ish to 32 MB all because the one song I used in the game (which is roughly about 1 min 30 seconds long) when converted from MP3 to .WAV has a file size of 20+MB. Is it normal for .WAV files to have this large file sizes? This seems ridiculous.

    Can I delete the .WAV file in the music folder of the projects? Any suggestions?

  • Hey guys.

    I'm currently completing the MAIN MENU for my game.

    For the options, I simply spawn a window on top of the title screen with it's own buttons for different functions such as switching sound on and off, selecting difficulty...

    My problem is that I seemingly can't disable the other buttons currently on the screen. I tried the "disable collisions" command but whenever I touch the window at the spot where say the NEW GAME button is, the layout still switches to the actual game layout. I thought maybe the collisions are disabled only while I'm pressing the actual menu button so I tried creating a boolen for disabling and enabling collisions but it doesn't seem to work.

    Now I'm left with simply destroying all buttons upon spawning the window and then re-creating the buttons when I exit the options window.

    That said, is this more convenient Memory-Wise for four sprites to be destroyed and re-created every time I access the OPTIONS window? It's only four sprites so even if it weren't, I don't think it'll be that big of a problem. If it is, then I guess I'll keep the current setup.

    Thanks!

  • Hey guys. Late reply but thanks so much for suggesting functions.

    I've since then turned a lot of my code into functions and they work like a charm.

  • Hey guys my game is about 90 % done. Core gameplay is good, I learned how to create high scores and even have separate Webstorage variables for number of this sprite destroyed, number of times this powerup was used...

    I was reading the manual recently and only recently learned the concept of LOCAL VARIABLES. Having read only the parts I thought I needed, I wrongfully assumed that all global variables in one event sheet were "local to that event sheet." Now since my game is an endless wave destroyer type, most of my variables are used as Booleans for (is the game paused? Is my character currently 'dead'? Is the starting countdown over? ) and holders of information such as sprites destroyed for the current round. I tried to "localize" everything by creating a group and dragging every event and variable in there and when I pressed F5, the results were disastrous.

    My current sticking point is that I'm trying to create a separate layout that holds badges and medals for achievements and those have global variables as well that compare variables such as "Number_of_Powerups_Used_When_The_Game_Was_Lauched" to "PowerUps_Used_This_Round." and as you can probably tell, using the "System: Reset Global Variables" also resets the quantity in a separate layout to 0.

    I know it's my fault for not reading the manual but is there a way I could reset only my choice variables WITHOUT having to create an action for each? I think my next best option is to create a BOOLEAN that goes: "Reset_This_Event_Sheets_Variables = 1" but I don't want to have to do that if it isn't necessary.

    Thank you!!

  • You can also set the variable to that it's

    EVENT: After [Special_Attack_Animation] has finished; ACTION: Set Special_Attack_Used = 1

    Oh yeah you should consider what type of attack too. Thanks for that.

    If it's melee then it should be safe to do that ^. I'm assuming sprite is destroyed immediately and no Impulse physics is applies to the Opponent after the attack.

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  • Event:

    On Space Bar Pressed

    &&

    [INVERT] Attack is colliding with [FAMILY OR ENEMIES] Action: Set [Life Local Variable] to 0.

    You can also set global variables such as:

    "Special_Attack_Used = 0"

    Event: 1. On Space Bar Pressed ; Action: Set Special_Attack_Used = 1

    2. Event: Set Special_Attack_Used = 1

    Sub-Event: 3. Attack is colliding with [FAMILY_OF_ENEMIES] Action: Destroy [FAMILY_OF_ENEMIES] ; Set Special_Attack_Used = 1

    Sub-Event: 3. [INVERT] Attack is colliding with [FAMILY_OF_ENEMIES] Action: Set [Life] to 0.

  • BUMP guys.