MPPlantOfficial's Forum Posts

  • Okay, just finished reading everything.

    From what I understand, the best option would be to create a 16:9 window which I did(portrait for my game).

    The window created already had that 'Letter Box' scaling which was highly recommended in the second tutorial.

    The window size generated though was 480 x 854 which means I still have to resize my assets with sizes 360 x 360 for you standard sprites.

    In the actual porting process will I have to create different Capx files of different resolutions?

    So if I go with the created 480 x 854, I'm going to assume images will appear fine on iPhones but will look stretched on iPads?

    What about the whole "every iOS sprites must be a multiple of 4 px " thing? It that a myth or does it simply not apply to construct 2 already doing the scaling for you?

    If it is, should the images already scaled by Construct 2 still be multiples of 4px?

    Sorry if I'm sounding amateurish because well... I am an amateur.

  • Thanks. Bookmarked.

  • Hey guys. My game is about 90% complete.

    I plan to release it on iOS as soon as possible and I have yet to get a developer license. Hell, I have yet to find a MacBook I can borrow.

    I came across this spread sheet from apple: https://developer.apple.com/library/ios ... atrix.html

    I noticed there are different dimensions for each type of iPad/iPhone.

    Does this mean my game should come in builds of different background and asset sizes?

    Built my game in a 640 x 480 window option. Does this mean I have to create builds 2048 x 2732 (with corresponding asset size) down to 768 x 1024 (with corresponding asset size)?

    I read a very long time ago before I even started creating assets that ALL iOS images should come in sizes that are multiples of 4. Does this still apply for Construct 2?

    I certainly made sure of that back when I was creating my assets but was forced to reduce them while I was building the capx to fit the current 640 x 480 window.

    Some of my sprite sizes (reduced size) in my current build are 40.1233 x 20.5678 pixels or something like that. Not EXACT multiple

  • Hey guys thanks for the replies. I found I could do it by addresing each sprites behavior. Thanks for the replies

  • Hey guys I was wondering how to disable collision between family members only.

    I spawned several objects from the same family next to each other but the as soon as they landed on the platform they did this weird shaking motion when colliding with each other until they finally separated.

    I tried applying

    EVENT: "Family_A" overlapping with "Family_A"

    ACTION: Disable collision

    But then this results in ALL of them falling through the floor. How do I implement this properly?

  • Where is the game?

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  • Art: INKSCAPE.

    Music: Bought.

    SFX: Free sites

  • Now that is just beautiful. It looks like FTL

  • Now that is just beautiful. It looks like FTL

  • How do I install this? When I unzip it's a bunch of "JscriptScript" files. Tried copying those to the construct 2 folder and didn't seem to do anything

  • Some feedback:

    -Graphics are beautiful but walk cycle looks a little bit awkward. Might need to add 3 or 4 more frames in between.

    -Game looks like a puzzle platformer?

    -Music is excellent. It has that Chrono Trigger upbeat vibe

    -With a face like the character has, I didn't think "Evan Davis" was a fitting name. He looks more like a "Makoto" or a "Shinji" or something

  • I was expecting to be playing as a guy streaking getting chased by the police of something...

    In all seriousness though, good job. I can see this reaching millions of DLs if marketed well.

  • Sent you an email and it's a mouthful lol. Gonna sleep now. Will work on getting assets ready later. XD

    • Post link icon

    Problem with the whole Rep requirement thing is the forum isn't as active as we hoped so it'll take a while to get those likes and legitimately posting to get those 1 or 2 a day without spamming unless you're a mouthful like me.

  • I'm sure the answer to that will vary from person to person. In my opinion, if you draw it by hand yourself then it counts.

    Because that's what I do with all of my Inkscape art. Being amateur at Inkscape, I can't really capture that "drawing" look though. The lines are way too smooth in Inkscape. I haven't tried other photoshops because can't afford them