Anonnymitet's Forum Posts

  • Almost done with the game mechanics for the new improved Trap Run mini game. It can get a bit bloody if you don't time your jump right

    Simple test level: http://www.frozendev.com/testing7/index.html

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  • A simple way to make customizable smooth scrolling is to have an invisible sprite with the scroll to behaviour and rex move to behaviour. And then you set that object to follow your character and set the speed to whatever you want and you'll then have perfect smooth scrolling with almost no extra work

  • StillSarah I tried and it seems to work. The screen feels more centered now so I think adding that to the code is a good thing to do Thank you for the info

  • >

    > Some people are focusing on money some others on success some others on the fun of making games some others on giving fun to other people etc... , each one has his own point of view and your point of view makes me think you are looking for money

    >

    My goal is to build a career doing something I love. And generating income is a obviously part of that. Im not all about money, I also enjoy making games that try to be original, aesthetically pleasing with nice artwork, and the kinds of games I like to play myself.

    Your statement was that iOS wasnt worth focusing on and that Apple is a 'dying product'. I was just pointing out that IMO you're wrong.

    I agree with you 100%. Even though I gave up on mobile developement a long time ago one thing is for sure. If you want to make money from your hard work on mobile then target iOS. I can confirm that 95% of the revenue comes from iOS if you have the same app on both stores.

    And many people have said to me "If you're in it for the money then you do it for the wrong reason". But what if I LOVE making games so much that I want to do it for a living? To make it possible I just make the games I want and enjoy and simply just target the platforms that can generate enough revenue for me to live on.

    I don't do it for the money, I do it because it is my passion and I have promised myself that I will never go to a job I hate again. So here I am with my own company and each day I wake up and feel excited to get back to making my games and the only thing I change to make it possible is to target the right platforms...

  • Just fixed my scaling issue by adding back in the first part of the CSS code:

    * {

    padding: 0;

    margin: 0;

    }

    Seems to be working perfectly now.

    Nice, did you add it in before the updated code X3M posted? Like this?

    <meta name="viewport" content="user-scalable=no, width=device-width, initial-scale=1.0, maximum-scale=1.0"/>
      <style type="text/css">
        * {
    			padding: 0;
    			margin: 0;
    		}
        html, body {
          height: 100%;
          overflow: hidden;
        }
        body {
          background-color: #222;
        }
        button {
          margin-bottom: 1px;
          width: 100%;
          height: 48%;
          border: 0;
          box-sizing: border-box;
          font-size: 40px;
          color: #FFFFFF;
          background-color: #333333;
          outline: none;
        }
      </style>[/code:2e6itrnx]
  • It should scale correctly on on iphone as it is? I tried on iphone now and it covers the whole screen?

    Thank you but I did this for free. And it is just a prototype to get you going. You can change it to look better

  • Hmm, weird. It works fine for me. I can download the file and open without a problem. But here is an updated version with touch controls. Does that work?

    LiveDemo:

    http://scroll6.bitballoon.com/

    CapX:

    http://www.frozendev.com/examples/scrolling/scroll7.capx

  • Are you trying to unzip it? Just open C2 and open up that file or you can just drag the scrolltest.capx file over the C2 icon and it will open.

    So you are not supposed to unzip it.

  • You are supposed to open it with C2.

    You have C2 right? I thought you only needed something to get on the right lane and customize it to work. If you want to make it work with touch controls you can simply just change the events

  • Here is how you do it with 0 events. You can customize it to your needs. And keep the $5

    Demo:

    http://www.frozendev.com/examples/scrolling/index.html

    CapX:

    http://www.frozendev.com/examples/scrolling/scrolltest.capx

  • Anonnymitet - awesome, and just about my level of pixel manipulation - thank you!

    Great, only thing that was a bit frustrating was that I had to right click and copy both the new X&Y scale for each sprite to every frame

  • Colludium I solved it now by doing this:

    1. Exported out my new sprites as the size I wanted and reloaded them in spriter. Which messes up the character.

    2. Then I selected the main bone and scaled it to the size I wanted. In my case 2 as my new sprites are double the size of the old ones. This also scales all child bones and the sprites so everything looks like shit atm However the rig is now correct but nothing else

    3. Lastly I selected all my sprites (only the sprites no bones) and changed the scaling back to 1 and now the rig and bones are correct at the new scale.

    Not optimal but it worked

  • lucid I doubled the sizes of my sprites that spriter loads for my character inside the spriter editor. Is there a way to scale the project and bones so it fits the new sizes of the sprites? (Meaning scaling the bones and not the sprites connected to them)

    Or do I have to scale every bone and place the sprites correctly for each animation manually?

  • If you rotate the boat sprite in the sprite editor so it points up there. Then it will point up at 0 degreees in game. Or are you looking for something else?

    Or if you are setting the ship rotation by a windDirection variable then you can simply add -90 to the action where you set the angle instead.

    For example: every tick > set angle to > windDIrection-90

  • Just use rex moveto behaviour and set it to move to touch.x and touch.y

    Super simple but effective