AnD4D's Forum Posts

  • shinkan You have to use a WebGL effect to get it working close to how it should work, but I can't use WebGL for my project, so I've not bothered with the plugin really.

    I doubt it will be sorted though. Still waiting for the SpriteFont to be updated to a more user-friendly state.

  • Even if self.scale only works for objects that are uniform.

    Also, the way I expected it to work is if an object in the image editor is 10 pixels wide, and 5 pixels tall, then that's the default 1 scale. If I set it to 2 scale, it should be 20 wide and 10 tall. If the object is resized in some way, as soon as scale is reintroduced, it would revert back to its default size. I just figured it would be easier than having instance variables and extra code.

    It clearly isn't as simple as I imagine, but it would be nice to get something a little easier to use. It took me quite a while to figure out a suitable method for exactly what I wanted.

  • This was explained maybe less than two months ago in another thread.

    That's not a valid reason why it isn't there. "the main problem was what value should be returned if the object was not uniformly resized".

    What about those of us that DO have uniform size?

  • I would like to use Self.Scale, but it's not an option. I can get around it using other more complicated methods, but Self.Scale would be so much easier.

    Is there a particular reason this isn't permitted?

  • Ahh, I see. While it may not be a bug, it is crazy slow. Is it a necessity to use the Sprite Font? I can't stand the thing personally, so I find myself using sprites of texts, or even the standard text.

  • Anyone else noticed something weird going on with the physics lately?

    I just tried switching to the Box2D asm engine to see if it had been improved on. Turns out it's still glitchy regarding disabling collisions, so I switched back over to the standard Box2d web engine, and suddenly my collisions are not being disabled!

    No idea why. It looks as though I can't switch back to the normal engine! Slightly worrying to say the least.... especially seeing as I saved the project shortly after because I updated a graphic.

  • TiAm - here's an example of how to cycle through instances for reduced collision checks: http://www.amirai.net/forums/filtered_collisions.zip

    Any chance this is still around somewhere? I'd like to have a look <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • You mentioned over on NintendoLife that you had to cut features or something. What did you cut to make it work? The game seems cool now. I bought it and liked it.

    Is it missing levels? Did you have to cut back the art? I can't see anything missing but I don't know what was there.

    Is there anything that Construct 2 could have done to make the game better?

    Bob Thulfram I've moved your question over here, as there are a few others I'd like to answer.

    I struggled to get the game optimized for hours and hours on end, and couldn't figure out what the problem was. I went through so many changes, only to find out that my HUD was slowing the game down. I had a tiny line of code that checks if the character is overlapping the "cannon counter" on the HUD, at which point the HUD will turn 50% opaque. Because collisions are happening on different parallax layers, the Wii U didn't like it, and slowed each level down to a crawl!

    In trying to figure this out, I made so many unnecessary optimizations to the code, it's crazy, but I'm glad I figured it out in the end. It's just a shame I wasn't able to have that change in opacity, and that one thing messed me up for a few months.

    My developer license was approved at the end of February, but my game was finally submitted in March... then again in April... then finally in May. Each time I failed wasn't due to the game, but due to something being wrong with the game's manual. The last time it was submitted was delayed by E3, and I pushed it back a week so I didn't clash with Shovel Knight! So yeah... it's been a long road getting an already completed game onto the Wii U.

    This was made by <div class="self-ref">@AND4D</div> if I'm not I'm not mistaken (that username now makes a lot more sense!) - congratulations on getting on the WiiU!

    How did you go about the ESRB rating? Or did Nintendo handle it?

    Thank you! The ESRB rating was a breeze. For indies, it's FREE! I didn't even have to show them the game. I simply needed to fill out a form check some boxes, and they sent me an automated rating. I'm not keen on going forward for the rest of the world, seeing as they charge stupid money ($1200 for a rating in some cases, it seems!). ESRB are doing it right!

    Thanks for your interest, and I'm happy to answer any questions I can!

  • daehawk Have you correctly set up the collision mask?

  • Congrats and good luck with the sales! Just followed you on Twitter too.

    Gameplay looks cool! Alas, I have no access to NA-store, so can't buy it. Are you planning a global release?

    I'm planning to release our second game on WiiU too, just got accepted today. Any tips you can give?

    A global release depends on how well the Americas version sells.

    Any tips? Don't wait for Nintendo for anything. Expect things to take a loooooong time. Don't assume anything, make sure!

    Come find me on the forum sometime, and I'll help where possible

  • Today, after more than a year after I started the game, I've finally released Internal Invasion on the Wii U!

    It's been a long time coming, and I've learned a lot (such as get artists to sign a contract stating you're entitled to a full refund if they fail to deliver or hit deadlines).

    It's only available on the NA Wii U's at the moment, but I may be bringing it to the UK in the future (which is where I'm from... so I can't get my own game at the moment

    Anyway, I'm really thankful for Scirra's support over the years, and this is just the beginning!

    Feel free to follow me on Twitter (bearboxmedia)

  • AnD4D i don't know what i want to choose disagree/agree

    - Lol! Have you seen anyone say anything bad about Game Dev Story?

    How many times have you seen people complain about Game Dev Tycoon?

  • Goodness me! How complex is your game? How long does it take to load?

  • Care to post a capx? There are smarter ways of doing rain. For example, I'm doing dust in my levels, and I'm easily hitting 60fps.

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  • Ohh, I did something like this the other month for a quiz game I'm making. Took ages, and that amount of data really slowed down C2.

    I ended up using arrays, and in the end it worked great. I had some numbers shuffle at the start with no repetitions. Very hard to explain I'm afraid. What's your Skype? I'll send you my project. It might not be exactly what you want as I took out the shuffle part because of a feature of my game.