TRMG's Forum Posts

  • Hi there!

    I have just finished the game I was working on for the last 7 months: Turn Based Tank Game (I know, horrible title, but I had no idea what to call it :3 ). Here's a link (with Gifs!): goo.gl/TsE9s8

    I also included the full .Capx file so you can check out how I did some stuff like a fully featured Level Editor that works cross-platform (desktop & mobile), the enemy turret parabolic collision checking and the collision checking for the turn based movement that took me 4 months to get done!

    Also, a BIG special thanks to R0J0hound for the help with the parabolic collision checking (the game would run 10x worse without it!) goo.gl/6nonCY

    and to oosyrag for pointing me to it!

    A "bit" of a story about the process of making this game:

    I jumped into this project (like many other aspiring indie devs) without coming up with a plan, which was a big problem in the end. I woke up one morning, after struggling the night before to come up with a good idea for a game, even if my life depended on it, and this idea of a tank game just popped up into my mind (Or at least I hope it popped into my mind and I didn't unconsciously steal it from a YouTube video that I was watching at 4am), and I jumped on it full of enthusiasm.

    I made some other big mistakes, like not having a playable prototype until 4 months in (no joke) and severely underestimating my abilities at stuff like telling a good story (you can read a bit more in depth about this on the itch.io page)

    Needless to say, after working 4 months just on the movement mechanic, I was a bit lost as to where to take the game from there. I took a break from the game for 1-2 months, but when I wanted to categorically cancel the game, I just couldn't.

    Part of the reason was that I thought this idea has some potential and is pretty unique (hence me not knowing what to call it), but also for a personal reason.

    I started learning to make games with C2 ~2 years ago and my first released game with it was a top-down domino toppling sort-of-puzzle game that was also pretty unique, but was very flawed. After that, I got this idea into my brain that I should release a new game as soon as possible, so I can only describe the next 3 games that I made as "mobile trash".

    A year and a half ago I decided to stop making these awful games and try to make a really ambitious game to prove that I could do better than this. I entered a game jam where I made a pretty cool game, but I wanted to make something more ambitious, something I could point to and feel proud.

    I thought of making a platforming game where you would change the gravity of the world by turning your phone and you also had a grappling hook with which you could cling to any bit of terrain and swing around. I worked on it for the better half of a year before giving up on it since it felt awful to play, but I was still fixated on making a good game with this phone-turning gravity-changing mechanic so I started a much smaller game with this premise (one that I will not explain as it's possible I'l resume work on after a short break) but I got stuck on a certain thing, so I stopped working on it too.

    So I really wanted to make and publish something better than a sh!tty 2yr old mobile game, and I think this is a bit closer to what I want to accomplish!

    Thank you for reading!!

  • Bump.

  • Hi there,

    I have just finished exporting my game with NWjs, but the .exe file's name is always "nw.exe" instead of the project's name and it also has the default NWjs icon instead of the game's icon. It seems like I can rename the .exe and it still works, but it still has the default icon...

    Is there a way to replace the name and icon of the .exe?

    Thanks for your help!

  • I did not find any way

    I see... That's pretty disappointing since it basically means I can't have a level editor in the android version of my game...

    Anyway, thank you for the reply.

  • Is there no way of doing this?

  • Bump...

  • I do not know the answer for certain, but have you tried the browser/invoke download option?

    Hi, Just built the app with Phonegap, but when I try and save the text, it gives me this error and crashes the app...

  • I do not know the answer for certain, but have you tried the browser/invoke download option?

    Just tried it right now, with this event action: Invoke download of TEXTVARIABLE with filename "Level"

    ...but I'm getting a 404 error: "The requested filename could not be found. You may have closed the project you were previewing in Construct 2."

    Judging by the second part of the error, it might have to do with the fact that I'm previewing over LAN on my android device... I'll try to build an .apk and see if it works like that.

  • Bump...

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  • I don't know any other sites...

    What about the C2 Preview over LAN? (Tutorial link: https://www.scirra.com/tutorials/247/ho ... al-network)

  • It may be a problem with bitballoon...

    Have you tried putting the game on the Scirra Arcade / other html5 hosting site to see if the performance is any better?

  • Hi everyone! I'm currently making a level editor for my game. For the PC version I'm using NW.JS to save and load a text file, but NW.JS doesn't seem to work on Android (at least not with the same code as for PC).

    I don't want to use local storage for Android because I want the player to be able to copy the file to their PC (So they can play the levels they made on Android on a PC and vice versa)

    Do you guys have any idea as to how I could do this?

    Thanks in advance!

  • Hi Isaske,I'm also searching how to save a .txt file on android and can't find any solution.

    Did you figure out how to do it?

  • Does your bullet fly straight? You can run a raycast.

    Events: https://www.scirra.com/tutorials/902/li ... raycasting

    Plugin: plugin-jcw-trace-raycast_t172320

    If you are using physics, parabola-tracjectory-tracing-with-physics-box2d_t77802?start=10 might be of help.

    Awesome! Thank you very much!