aerirprown's Forum Posts

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  • You might have better luck with the Platform behavior or 8-direction movement for both the player and the crate. The physics behavior can be kind of wonky, so I would avoid it if possible.

  • I was using a $280 work laptop and never had any performance problems. The only problem I have ever run into is with an artillery game with destroyable terrain prototype that had tons of blocks to check collisions on. I was pleasantly surprised, that all my projects ran fine on android and iOS devices too. If you want to post your capx I(and probably others) will be able to offer specific advice for improving performance.

  • Posting your project file may help.

    Possible problems.

    1. Make sure you are using local storage and not session.

    2. Make sure you are not resaving or setting the value to default on any of your layouts.

  • itunes.apple.com/us/app/j.a.m.e.s./id785046257

    A little game I made as a Christmas present for a cousin to play on his ipod. The app store icon seems to have a display problem I need to try to fix though.

  • Maybe try using the image at different resolutions. Does it crash at the same point consistently or does it seem to be random?

  • Cipriux Thanks for responding. I will still try what you suggested.

  • I am having an issue with Cocoonjs icons.

    The icon after it is installed on the ipad has a black border that makes the icon look bad. I uploaded a 512x512 icon to cocoonjs. Has anyone found a solution to this problem?

    Has anyone tried uploading icons directly into Xcode when making the app instead of using those supplied by Cocoonjs?

  • I think C2 is the best 2d game dev tool out there. To go 3d, Scirra would be playing a pointless game of catch-up against mature 3d tools with large dev teams.

    The biggest challenge for most indies is simply finishing a project. It is hard to keep an unpaid team together for an epic project. And if you finish, 3d does not increase your chance of success. It will still most likely be a flop.

  • If you link to your project it will be easier to help.

  • There may be some other method that would involve count. I did not see a need for it to simply pick instances on screen.

  • For ammo you can simply make a variable to track it and then subtract from it when the character fires. If the character gains ammo you just add to it.

    Some of the templates use infinite screen such as the endless runner template. Check it out.

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  • RenatoB

    You could do something like this.

    For each object

    is object on screen

         use the array push action to add the object's UID

    Select a random value with round(random(array.length))

    Pick object by UID

        

    To pick more than one, use the pop action to remove the one already selected and then select another random value from the array.

  • RenatoB

    The count expression is accessed by sprite.count

  • You could make a variable to track which turret is currently selected by assigning it either the turret's UID or IID.

    Then on your events when upgrade is touched, find the turret with the matching UID or IID and then perform the actions.

    Right now you are not picking a specific redturret for example, so it applies to all of them. I did the redturret as an example.

    dl.dropboxusercontent.com/u/119307545/simpledefense.capx