ArcadEd's Forum Posts

  • This review seems pretty fair, and he talks about latency issue.

    http://www.joystiq.com/2013/07/04/ouya-review/?a_dgi=aolshare_facebook

  • Could be. I'll start researching it from phonegap then. Thanks Ashley.

  • I'm updating a few of my games on iTunes and one thing that's always bugged me is the black line to the right side of the ipad versions of the games. Or if I make the games to the ipad dimensions, then there is a black bar on the bottom of iphones.

    I would love to find a solutions without the need to put out 2 different versions of the game, that way customers don't have to buy it twice.

    Letterbox scale works great, except it doesn't center the layout. I know it does in browsers, but not on iOS devices.

    I'm building my games with phonegap/xcode. Would this be a phonegap issue instead?

    Same goes when trying to use inner or outer scale as well. Even those seem to favor the upper left corner, then filling in. Which makes sense I guess considering 0,0 is the upper left.

    Anyone have any advice on this?

    Thanks.

  • Just to follow up:

    The memory match game works great on my iPod running ios 6.1, but I still have no ads. FYI, I am not using the launcher for this test, I am loading in the xcode project and creating an ipa and installing it directly on my device for testing, so ads should work.

    Graphic problems might be droid only.

    Also, I love the new splash screen options :).

  • Yeah, one of my games runs just fine (besides ads not showing, do they normally show in the launcher?)

    The other one has graphics problems. It's a memory match game and the sprite used for the card when not flipped is showing some weird black and white cross of two sprites in a different animation.

    I also compiled new apks and signed them, they won't install on my device, just says install failed.

    I'll try the iOS builds and see what those do.

  • There is an action called Simulate Control.

    First off, if you don't want to use the arrow keys, turn off default controls.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/ab585492-a03c-44c3-b3aa-692dbdeee721/2013-06-27_1013.png" border="0" />

    Simulate Controls. You will use this same technique for touch screens, you will just add Sprites for each direction and on TOUCH, simulate the platform controls.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/c67e80e6-84dd-4b93-a4f4-47eece7c881f/2013-06-27_1015.png" border="0" />

  • Sorry, forgot to mention the float thing. Glad you got it working.

  • Use Rotate Towards Position instead. The Degree value is how fast it will rotate, the lower the value the slower it rotates.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/d005a10f-ded2-49e5-8747-96fb2e7b4c55/2013-06-26_0650.png" border="0" />

  • Create a variable MUSICPLAY

    On start of layout set MUSICPLAY to random(6)

    You can use sub events off start of layout or a function to do the comparison:

    If MUSICPLAY = 1, Play this music

    IF MUSICPLAY = 2, play this music

    Etc.

  • IMO, it's very difficult to charge for games on the google store, so I don't bother. My games sell pretty well on iOS, but for Google I always just add ads. It's a nice constant stream of income (See the case study in my signature).

    I've done it with CocoonJS on 2 games and phonegap using Admob with another 2.

  • 1. Spawning another object allows you to spawn the object based on the primary objects origin or image points you create. For example, if you have a gun spawning a bullet, you would create an image point at the end of the barrel of the gun and have gun spawn bullet at that image point.

  • Right now, if you are using cocoon, you need to use use MoPub (That is what cocoon supports) and from within MoPub, setup admob and iad mediation.   This is what I did, turned off everything else in MoPub, including their in house ads, and just setup mediation for those other two. I get about 80 percent fill rate.

    Oh, and you need to have a premium account with Cocoon, typically just emailing ludei and asking for one is enough to get one.

  • Well, just after I posted this I fixed it by putting the touch event for the smaller asteroids first.

    Funny how just typing out the question, posting the image and reading myself and I found the answer. haha.

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  • Not sure how to else to explain this and it's weird I have never ran into this issue before and I have been using construct for almost a year now.

    Anyway, It's simple, I have a large asteroid. When you TOUCH it, it destroys and spawns 2 smaller asteroids from it's origin. If those asteroids are TOUCHED, they destroy with some particles.

    Now, if I touch the bigger asteroid dead center, it destroys completely showing the particles, and neither of the 2 other asteroids are spawned.

    My guess is the touch event is carrying over to to the two smaller asteroids as soon as I touch the larger one, causing them to destroy at the same times. This doesn't occur if I touch the big asteroid on the outer edges when the touch "follow through" doesn't touch the newly spawned smaller ones.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/b57982a9-64d4-4af8-b210-8db0b97116fe/2013-06-14_1203.png" border="0" />

    It's a basic idea, and I assume I am missing something that I just can't seem to put my finger on (No pun intended :)

  • You are putting too much meaning into the dotted square. All that represents in the size of the window. Where your player+scrollTO behavior is, is where the game will start. Just try it!