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Construct 2 | En español. 5 enero, 2014 por Xmoggo 0 Comentarios Como guardar una partidaGuardar y recuperar información de un juego Me gustaría empezar esta entrada felicitando el 2014 a todos los que visitáis el blog y deseando lo mejor para vuestros proyectos en este nuevo año que empieza. Bien, ya he traducido al español otro tutoria en la web de Scirra y espero que os sea de utilidad para vuestros juegos. En esta ocasión se explica el sistema que tiene Construct 2 para guardar una partida y recuperarla más tade, esto es, dar la oportunidad al jugador de guardar los avances en el juego y volver al punto exacto donde lo dejó cuando vuelva a encender su ordenador, tablet, móvil… Aprender a hacer esto e incluirlo en nuestro proyectos me parece algo básico para cualquier juego que sea un poco complicado: –> Como guardar una partida <– Como siempre, espero que os sea de utilidady agradezco los comentarios.

X.Moggo 26 diciembre, 2013 por Xmoggo 0 Comentarios Vista previa en otros dispositivosOptimiza tu flujo de trabajo. Physics in Construct 2: The basics. Construct 2 includes the Physics behavior, powered by Box2DWeb. This allows you to have objects moving with real-world physics - here's a demo to show the idea. Physics can make your games really fun and engaging!

Here's an overview of how you can get Physics to work in your game. If you ever took a Physics class in school, you'll find some of the things you learned applicable to Construct 2's Physics. Lots of physics examples come with Construct 2! How to add Physics Select an object you want to add Physics to. We'll call any object with the Physics behavior added a "physics object". Gravity By default, gravity is present on physics objects, which accelerates all objects downwards. Making the scenery You don't want your game's floor to fall away off the bottom of the screen with gravity too! Most of the time in our games we want to simulate the scenery being rock solid: not falling away with gravity, and not being pushed a little bit back by things hitting it. The other physics properties. On Screen Touch Controls For Button Games. If your a newbie to C2 then this will probably be a hard task for you until you read around or post a thread asking about it.

How To Do It:Basically what you have to do is use the press of something to simulate control of an object. To do this you can maybe add arrows keys on the screen of your game then add a touch event for "is touch" to the image file. There's other ways to do touch controls but this is for games where all is needed is the touch of buttons to move the player. If you don't like arrow keys you can create see through png files position it on the screen then simulate a control when it is pressed. In the picture below i have created two see through png files in Photoshop. Here is the event sheet for it: Making an iOS web app with Construct 2. Did you know iOS supports web apps - apps that are installed from a web page, rather than from the App Store? They'll even keep running after going offline! You can add them to your Home screen as well, so they work very similarly to native apps. Here's how to make them with Construct 2.

Make your game First of all, you need to develop your game. . - Mobile devices (iPhones, iPads etc.) generally have weaker hardware. . - You'll be dealing with different viewport sizes. iPhones and iPads have different display sizes. iPhone 3 and earlier: 320x480iPhone 4: 640x960 (each pixel on a iPhone 3 screen is four pixels on an iPhone 4 screen - the screens are the same physical size)iPhone 5: 640x1136 (slightly taller than the iPhone 4)iPad 2 and earlier: 768x1024iPad 3+: 1536x2048 How to handle different screen sizes You should make sure your game works for those different screen sizes. Using the Touch object The iPhone and iPad all use touch screens. Export and upload Using your app on iOS Advantages.

The Big List Of Pixel Art Tutorials. The Big List Of Pixel Art Tutorials On this list you will find a few links to pixel art related stuff…Update: All below mentioned tutorials can now be found on PixelArtus moreover there is also another big list about Drawing and Animation. Pixel Art Freelance Guide Pixel Art Freelance Guide (Adam “Atomic” Saltsman) Graphic Style Analysis Tutorials About Glowy Graphics. Indie Resources. On the 30th July 2014 the site got updated, restrutured and redesigned… however the update is still not finished and thus this new Indie Resources overview page is partly incomplete. In case you are missing something you can still check out the outdated old Indie Resources page until the update is complete. Thank you for your understanding. (Game Making Tools, Game Design, Postmortems, Programming, Project Management…) (Create/Download Graphics, Hire Graphic Designer…) (Create/Download Sound + Music, Hire Sound Designer/Musician/Voice Actor…) (Distribution of Game via Payment Processor, Digital Store, Free File Hoster…) (Starting & Running A Business, Game Revenue, Postmortems…) (released…but still unfinished. rest of the articles will be added in the next few days.)

Publishing and promoting your Construct 2 game. Construct 2 games run in a browser using HTML5 technology. This means there are many ways you can publish your games. Here's an overview of the ways to share your games with the world. There are also some other tips and points to consider before publishing your game. Before you publish Support touch controls These days there a lot of people browse the web on touch-screen devices like iPhones, iPads and Android phones and tablets.

These devices don't have a mouse or keyboard, so your game will be unplayable if you don't support touch controls! Different screen sizes HTML5 games can run on almost all modern smartphones, tablets and desktop computers. Offline support Construct 2 games can be played offline. Publishing options On your server You can upload the exported project to your own web site and embed it in another page like a Flash game.

If you don't have your own server, these days website hosting is very cheap. Scirra Arcade You can upload your game to our own online arcade. Facebook. Touch controls and a trick to detect input method. These days it's naïve to assume everyone on the web has a mouse and keyboard. On the modern web, many people are now browsing via touchscreen devices like iPhone, iPad and Android phones. If your game can only be controlled by mouse and/or keyboard, users on these devices will be unable to play your game! However, it's easy to have on-screen touch controls - and there's a clever and simple trick to detect whether the user has a touchscreen device, too.

Mouse input for touch First of all, if you're designing a game specifically for touchscreen devices, or your game only uses mouse clicks, use the Touch object. That easily allows for both mouse and touch input, which for simple games is enough on its own. On-screen touch controls For many other games, on-screen buttons are necessary for controls. First, if you don't have one already, make a non-scrolling layer (you don't want the buttons to move off the screen as you scroll through the level!). Now, make sure that layer is selected. 1. 2.

Making a Sword Character. Example Capx: ExampleObs: Adapted from my Little Knight game. Feel free to use the code as you wish, but please don't steal the assets :D Step 1 Create all animations for your character. Walk, Jump... You'll separate the char's animations making two sprites: Character and Hands, each with the same animations and with the same names.

Step 2 Add an image point called, ex.: SwordGrip for all hands animation frames.Like so: Name it the same for all frames. And on the sword , just place the origin more or less on the handle point like this: Add an image point on it as well, to mark where to put the collisor sprite. Add as much as you want. Step 3 The events :) . Every Tick -> Hands: Set Position to Character[SubEvent] Character: Not Attacking -> Hands: Set animation to Character.AnimationName (from beginning) Then for better organization add a group called ex. In it add an input event to make it change direction like: This is just one way to do it. Now add a group ex. Step 4 On Sword events: Making a Fancy Lifebar. Getting Started Here i'll assume you already have the graphics for your lifebar - make it however you want! But the basic structure is this: The second one is optional. It just gives it a better look.

Step 2 Import them into Construct and assign the image points like so: Adjust it as necessary. Put your life bar objects on a separate layer on top of everything if you want. Step 3 Let's add some properties. Step 4 Last step: the events. Projects Tab -> Right click on Event Sheets -> Add Event Sheet.

Then adding it on main Event Sheet with Right click on Main Event Sheet screen -> Include Event Sheet. Add a System: On Start of Layout event. . - Bar: Set Position to (Frame.X, Frame.Y)- Subbar: Set Position to (Frame.X, Frame.Y)- Bar: Set Instance Variable InitialWidth to Self.Width Below this add a System: Every Tick event with the actions: - Bar: Set Width to (Self.InitialWidth + (Hero.Life-Hero.MaxLife)*(Self.InitialWidth/Hero.MaxLife)) (Thanks to @Sargas for the tip !)

And you're done! Final Look: Beginner's Basics For Construct 2. Ok i thought i'd have a go at a tutorial, never done one before, and i'm not an expert at Construct 2 by any means, But i thought i'd share some of the things i've learn't since using Construct 2 that may help some beginners. It may seem a bit random and some ways may be better done differently but it's like a tips section. And the way i do things.

TIP: Before you Add any Sprites, Backgrounds etc. In the layers Tab on the right, Add at least 2 more layers so now you have 3 in total, Name them from the bottom up, Background, Objects, GUI. What this does is allow editing and game play to be better, and nothing will interact incorrectly. Also Name your Event Sheets to Correspond to the Layouts. TIP: In your Event Sheet get used to creating GROUPS such as Enemy Spawn, Player Controls, Collisions etc, then put your events in the corresponding GROUP as this will make it easier for BUG FINDING. TIP: Holding Ctrl while on a sprite will copy it if as you drag your mouse away from the sprite. Building a platform game - a beginner's guide. You'll learn how to:- Best use built-in behaviors- Switch animations: standing > running > falling ...- Test for progress and award points Building blocks - the objects to insert Key to a platform game are two types of objects: Solids and Platforms.

Solids are obvious: they form the floors and walls that restrict players' movements. Platforms have a name which might confuse you initially: rather than being the platforms on which players stand and fight and run and jump, they're the objects that do the standing and fighting and running and jumping. What's so great about Platform objects in Construct 2 is that you get all their basic behavior that you'd expect, without your having to do a single bit of programming: - When you press the left and right arrow keys, Platform objects move right and left (you can change these keys, say to 'A' and 'D', if you like, or replace them with touch gestures on mobile devices). - When they've not got a Solid object beneath them, they fall.