Bertie Booster's Forum Posts

  • bertie Booster: Eisenhan is right. The runtime is part of the APK. That is why it is 17MB.

    >

    > > I would have concerns about publishing software that relied on a wrapper that could be unilateraly updated/changed at any time after the game is published. No offence to Intel but you want to do all your testing & debugging before launch not every time crosswalk is updated.

    >

    > Why does a Crosswalk update affect you that happens after your APK went onto the Google store?

    >

    > It's not a "live" connection.

    Sorry we've crossed wires here I was referring to a possible scenario if the methodology discussed in the post previous to mine was adopted

    I understand that it's not "Live" at the moment and trust me I've looked at that 17MB very closely as the APK approaches 50MB.

    My concern is that a game I write and debug/test using say Crosswalk 2.2.4 could be installed work and then break when the customer is required to install say Crosswalk 2.6.1 a few games later. Anyone who Flash Dev'd with AIR will know what can happen when the AIR runtime is updated although to be fair the problems were predominantly in the early days.

    If Intel are going to go the way of a one (install) to many (apps) option I do hope there is some way of signing an app to only use verified versions incorporated.

  • (Should read 12 frame ani).

  • I think you're after the "import sprite strip" dialogue.

    Create your sprite and in the animation window right click and select the option "import sprite strip" enter the correct cell values eg yours is 3 horizontal 4 vertical and c2 will take the single picture and convert it into a 2 frame animation for you.

    scirra.com/manual/53/import-sprite-strip

  • I would have concerns about publishing software that relied on a wrapper that could be unilateraly updated/changed at any time after the game is published. No offence to Intel but you want to do all your testing & debugging before launch not every time crosswalk is updated.

  • You haven't allowed Sprite3 to rotate. In the pathfinding behaviours dialogue on the left side need to change the behaviours like in the pic.

    <img src="http://s24.postimg.org/d9g6do5lx/pathfind.jpg" border="0" />

  • If you open your copy of C2 go to File/New and search for a template called "Flying along" you'll find a working example of a very similar game.

  • I use iclone by reallusion.

    There's a learning curve but it's worth it.

    Design, Pose and animate

    Export as image sequence 32 bit PNG's

    includes a built in cell shader.

  • Thank you for that information Eisenhans, I've always been very reluctant to upgrade mid project in case the new version broke something, knowing I can roll it back helps!! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I noticed this as well, I fixed it by going into the event sheet and making sure "Set bullet speed" came before "Set bullet angle of motion" in each keyboard event

    I don't know how or why this fixes it, though (plus it seems counter-intuitive to start moving *before* changing direction)

    An object already has a value for direction even if it's 0 degrees but you cannot set its angle of motion if it doesn't have any motion.

  • youtube.com/watch

    ReVeN by Varia Games

    http://www.kickstarter.com/projects/variagames/reven

    Hey everyone,

    We've been working very hard on this game and hope it shows in our game trailer. We are approved Nintendo Wii U developers and we're also on steam greenlight you can find the greenlight link here: steamcommunity.com/sharedfiles/filedetails

    Oh it shows, both in your video and the interest on kickstarter. It is excellent!   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • [Sorry keep losing my posts or pieces of them, my last post should have read: "As Littlestain says above, Create......"]

  • Create a tiny 2X2 px transparent tiled background and overlay all your maze walls with it, set collision detector to the new bg and Bingo!. Tiny overhead the way C2 handles tiled bg's and very simple to implement.

  • Not sure that "solids" is the way to go, is it too simple just to set the enemy bullets to "angle towards position" where position is Target.X and Target.Y (and you are "Target")? I've used this before and it doesn't matter where you are and what's in between, those bullets come straight at you, maybe add a little randomiser such as Target.X+round(random(-16,16)), Target.Y+round(random(-16,16)), to give you a sporting chance?

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  • Export it and the raw code is in C2runtime.js good luck with it. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Can't link on this site yet so just go to the tutorials and search for ladders, there's a slick tut called "A Simple Method for Climbing Ladders in Platformers", I think this will help you. <img src="smileys/smiley1.gif" border="0" align="middle" />