Arima's Forum Posts

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  • A 10000x10000 canvas uses 256mb of ram. Two use 512. Don't do that, as it seriously limits the number of people who can play your game.

    A canvas generally shouldn't have to be larger than the screen - what are you using it for?

  • It should have them for the exe runtime.

  • O_O Wow!!! That looks INCREDIBLE! If I understand it correctly, that means we can already make games for iphone and android simply by importing an exported html5 game and a couple clicks later, it's an iphone or android game??

  • I second custom movement - that would basically get a bunch of other behaviors at once.

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  • Yeah, there are some features that I would be willing to pay for too.

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  • Variables and animations. Those two alone will open up a wealth of possibilities.

  • I don't know much about the details either, but IG maker can export to XB. From their website:

    "Completed games can be exported in non-Windows formats. One format available is the XNA Game Studio format for play on XBox 360 systems. Now games can be shared with even more players! A variety of screen resolutions are available to better suit the output format.

    *You must be a member of the XNA Creators Club to enable play of games made using this tool on Xbox 360 systems."

  • There's a bug where if you use a family name for that, like enemy.count, it doesn't count them correctly. To get around that, you use system compare: countmatching("enemy") instead. That will tell you how many objects of that type are in the current selected object list, not how many of them are in the layout, so to find out how many objects are in a layout with it, it needs to be used before any other condition picks any family objects.

  • Well duh. What kind of advanced civilization would they be if aliens didn't have indie games?

  • Good idea for a thread. Here's that pong: http://www.amirai.net/forums/pong/index.html

  • The same GUI library isn't being used, is it?

    Profuis is not being used anymore.

  • Shouldn't it be simply 'move at angle: angle(sprite.x, sprite.y, sprite2.x, sprite2.y)'? (Reverse the object names if it's backwards)

  • You can get around this by using a function. Functions are able to make condition checks on newly created objects if called in the same event after the object is created (using remember picked objects - that's important!). Also note if you create two instances of the same object in one event, the first created instance will be deselected upon the creation of the second instance.

    Also, PR, what Ashley said is correct. It was changed from what R0J0hound described some versions ago.