Rable's Forum Posts

  • Thanks guys!

  • Thank you Yeah, it's clearly not the same game than it was one year ago. Everything has been rethought to match the PC platform & audience.

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  • Hi everyone,

    Today is the big day for me and my game Healer's Quest. After nearly two years of development, the game is now live on Kickstarter!

    https://www.kickstarter.com/projects/pa ... lers-quest

    It's a solo project for which I make everything on my own, and of course the code is 100% done in Construct 2. There is a free playable demo which you can download on top of the Kickstarter page. Feel free to download it and try it for yourself. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Any help in funding the game or sharing the word about it would be greatly appreciated!

    Also, a big thanks to all the awesome people on this forum who helped me create the game by replying my posts and answering my questions. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Thanks for the replies. I deleted the folder as advised in the first reply and now it works!

  • Hi everyone,

    Tonight, I was showing my game at an event for a couple hours already, when suddenly the game shut down. I tried to relaunch it, either the windows 32 bit or 64 bit version (it's a NW.js export) but none ever worked. So I started Construct 2, started a preview with NW.js, and after the quick "starting preview" gauge, nothing happened!

    Every attempt to run any version of the game with NW.js simply doesn't start. The only way is to make a preview in Chrome, then it works. I guess a HTML5 build should work too.

    I tried reinstalling the latest version of NW.js and reexporting but it changes nothing.

    Any idea of what's happening and what I can do? I need to show my game again tomorrow and I would like to use the NW.js version rather than a HTML5.

    Thanks in advance for any help!

    EDIT :

    I've found this bug report from WeneW, which is the exact problem I have. Did you find a solution to your problem?

  • Oh indeed, I found this : https://www.scirra.com/blog/119/spriter ... onstruct-2

    Seems like it is possible to do the puppet animation and import it as such directly into Construct 2! Now it makes sense to me why everyone uses spriter with C2.

    Thanks!

  • Hi everyone,

    I'm completely new to "puppet" animation in Construct 2. Up to now I've nearly always made my sprites in Photoshop and exported them as full images.

    I would like to know about the other options. Many people are talking about Spriter on these forums, which seem to be a nice program. If I'm correct, however, despite the ability to create puppet animation in Spriter, the software ALSO exports as image sequences. I mean, there is no way to export your separate animated parts into construct 2, and have them move the same way automatically, right?

    So it's basically just a help to create your animation, it will not make your animation lighter by allowing you to make a 150 frame idle pose be as light as a 1 frame idle-pose. Am I correct?

    Is there a workflow which allows you to create your puppet animation outside of Construct 2 and importing it into Construct 2 without having an image sequence? (not talking about "hard coding" it in construct with behaviors and such)

    One last question, are there alternatives to Spriter which work as well or better, even if they are more expensive? I'm thinking about ToonBoom, Spine and such software, but I have no idea what Spriter do better than those. Any idea?

    Thanks for any help!

  • Hello,

    As stated in the title, I'd like to create a customized icon to replace the default NW.js icon.

    I've found this tutorial, which suggest using Format Factory and Ressource Hacker, but the tutorial is nearly 2 years old. Isn't there a more "official" way to create an icon for a NW.js project?

    Thanks in advance!

  • I'm quite confident that the memory is cleared at the beginning of each layout. This has been somewhat hinted by Ashley in this post :

    And as he suggest, you can see it for yourself. Start your game in debugger and look at memory usage. You'll notice that when you switch from one layout to another, memory usage decrease drastically. I learned that the hard way when I needed to optimize my previous mobile game (now I develop for desktop and life is soooooo easier!)

    I guess this indeed implies that putting all the objects on a loader layout is pointless, even harmful as it will delay your loading screen with no purpose.

  • I don't think you are wrong at all! This makes perfect sense and I will have to keep that in mind when designing games.

    Now my current (big) game has only one layout for every fights, so I will have to choose in either having a longer loading time before each fight or having a very slight loading delay when a new object is appearing. At least now I know what are the flaws of each solutions.

    Thanks a lot, this was very interesting and important!

  • This is quite an important information to me, so I need to be 100% sure about it. I've read the posts from Ashley at least 3 times in the past, and I just re-read them just now, and I don't see anything in them that would make me think it is a bad idea to create a layout dedicated to stocking objects. Could you quote the part of the articles which make you think it is?

    I myself am using such a layout in all my project and didn't have had any problem until now. Of course, if it turns out that it is really bad practice, I will change that.

    Actually I already asked the exact same questions nearly one year ago, and the globally admitted reply is that such layouts were good practice.

    (second paragraph is the question)

    Thanks for the information!

  • So I suppose you never decrease the time?

    You can do :

    system > every X seconds (every 0.1 second for example)

    add an action > system > subtract from

    and you subtract 0.1 from your time variable.

    Now your time will decrease by 0.1 every 0.1 second and the code above will work.

  • Hi,

    You probably have a "time" variable in your project. When the player succeed the level just put a new event :

    system > add to > score

    And add the remaining time value to the score.

    You could also enter time*10 or such things.

    Hope it helps! Good luck!

  • One thing you could try is to place a very small invisible object on the border of the ledge, then place precisely the origin of your character object so that it is correctly placed next to the ledge during the climb animation. For example, if your character is hanging to the ledge by his hands, place the origin on the characters' hands for this frame. Then just set the character's position to the invisible object's position as soon as he is attached to the ledge.

    I wouldn't bother to move the character's Y position while he is climbing if you have a climb animation. Adjusting the origin for each frame seems more consistent.

    Good luck!

  • Hi,

    It heavily depend on the type of game you want to make. IMO a local multiplayer is not always more difficult to do than a single player game. For example a one player shmup or 2 players shmup is the same difficulty.

    Is there any built-in templates close to the genre you're looking for in C2? If so, I'd suggest choosing a one-player template and then trying to add a second player.

    Good luck!