AmpedRobot's Forum Posts

  • Man, I hope you don't hate me, but I just played the demo. If you want some impressions via pm, lemme know.

    I do love your concepts though.

  • A robot squid and a sub? Love it.

  • "1 - What is the best way to handle fonts when it comes to a mobile app these day? sprite font?"

    Yeah, Spritefont works great. Can't imagine what else you'd use. If you can't get it to work properly, let me know. It took some fiddling experimentation and reading to make it work on my end.

    "2 - The best way to have an app published in the Play Store is still by exporting it with Intel XDK or do we have other better options?"

    Cordova export works great for me, then use free Adobe Phonegap build, private build, enable debugging, name version to some letters in C2, otherwise it won't build.

    "3 - Today, for those looking to have an app published in the Play Store, what is the best way to add advertisements using C2? if you make mobile apps/games, what do you use?"

    Advertisements, I don't know. Seems a really low revenue source, so I though I'd just charge something reasonable for my game, then if you get a decent number of downloads, at least you make some money.

    "4 - As my application handles various information in text, including some that the user can write, what would be the best way to 'save' these texts for the application to load again later?"

    Think people use JSON for that or something. You can do some Googling on Scirra site and straight Google. Never needed myself.

    "5 - About text again: is the text box working fine? if the user touches the text box the android keyboard open and work as intended?"

    Think most people frown upon this sort of question unless you get lucky as this is something you could test on your phone with a quick capx easy.

    But anyway, think I answered most of your questions. Maybe I can cash in at some point in the future? (wink)

  • I've used Adobe Phone Gap Build. It imports from C2 cordova export (zipped as one file after), it's free, private build, enable debugging, set project id to anything not involving numbers. Works like a charm on my android phone. Not sure why you would use Cocoon for Google Play. Isn't that mac, iphone? Also, enabling Landscape Only in C2 under project helps and Letterbox Scale.

  • For what it's worth it seems to have happened temporarily as a result of changing the PNGs in Photoshop. If you resize in PS, it creates a blank pixel border. I fixed that, but something else weird must have happened. I use PS to resize PNGs created in CS2 as it seems to create really large ones by default, 250 x 250.

  • Thank you. I honestly don't know what it was, but it seems to have fixed itself.

    It was messing with some of my custom fade effects.

    The ninepatch is a great reminder.

    Thanx!

  • That artist is incredible.

    I only had issue with one of the sunset ones, the sky looking a bit red an garish and one of the grass ones the color scheme was not the greatest (looked coarse), but everything else is incredible. I wonder what game they used it for.

  • Interesting.

  • Thank you. I'm getting ready to upload something soon.

    Ashley

    How about an event tree associated with each object so we don't have to hunt for all related events when reusing code blocks?

    (Sorry no time to read if already posted.)

    I also had a suggestion for the animation editor, I believe some sort of global where you can change image point values for multiple frames at a time as that gets tedious and time consuming. Also, picking multiple frames at a time would be helpful.

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  • Long black rectangular blocks suddenly look a bit jagged on low and high end which screws up some effects. Size like 40 x 783, doesn't matter if native or stretched in Construct 2. Screws up some effects.

    Anyone encounter this and find a solution?

    They look jagged in layout view too before running the capx.

  • Hey, guys.

    Had a question on timing of events in game.

    I'm doing variable timers so far and they seem to work great, even for syncing animation frames to sound. I tested on my mobile android phone and saw no difference vs. pc.

    Doing another global variable "clock" to control timing of events/transition effects.

    ------------------------------------------

    However, in debug view, under "system", I also noticed "wall clock", "time (system time)", and "time scale". If you let these run for a while (don't think it would be a major issue in what I'm doing, but still...), there are vast differences between all 4, including my variable clock.

    I also noticed some people add dt to their timer variables. I've used dt before to account for differences in system "times" before for many things, but here?

    I did some Goggling on "scirra wall clock", but I'm still unclear on the differences and the pros and cons of each approach and pitfalls if any.

    Would making a global variable clock say adding 0.01 every 0.01 seconds (system-> every 0.01 seconds, add 0.01 to global variable) pretty much make it full proof vs. any system?

  • That came from Newt, another poster .

    Yeah, the beacons are super useful. I just used them for a zillion other things.

    I think I might not have been able to solve a lot of other challenges without them. I worked out the code for the game years ago in about a month, when I switched to asset creation, but it turned out that code wasn't that great. Or maybe I just got better over the years with the learning. Works great now.

    Someone once said that invisible sprites are the answer to almost everything, but at the time I had no idea it could extend that far.

    The beacons should be some sort of super sticky, if they aren't already.

    Thnx again!

  • These are really great. Great to know 16-bit is alive and well. I actually requested tunes in a similar vein for my game.

    Keep going my friend.

  • Wow, thank you. Amazing.

    No idea why this works, but it's great.

    I'll credit you in game!!!