BluePhaze's Forum Posts

  • You may want to put a more descriptive title on this or many folks who don't have time to read every single thread will just pass it over. If we can't tell what type of issue it is by the title, it will be overlooked in most cases.

  • You can always check my tutorials on wall jump and double jump... http://www.scirra.com/tutorials/452/pla ... ll-jumping

  • YOu have a text object that you can set text to. You then pin that to a sprite button. Normal Buttons don't look right in games. It doesn't match the graphics of the game and stands out like a sore thumb. You may want to look at http://www.kenney.nl/assets for their buttons, etc... as they are free as far as I know. Or you can have their whole collection of graphics for use in any game for a small donation. You may also want to look into the sprite font object if you are going to have text in your games. Putting actual text makes the game stutter and drops the framerate so you want to use sprite fonts instead.

  • Or you use ArcadEd's method to create for multiple sizes and account for the overlap of the larger sizes...

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  • Or if you want them to only drown when they are below the surface of the water you can put the image point at the top and then test to see if teh players Y coordinate is below the waters Y coordinate. Or Put an invisible sprite at the water level and then trigger the drowning behavior when the player's Y is below the invisible sprites Y and they are overlapping the water sprite.

  • Why use the button when you can just draw a sprite to look however you want it to and use the touch or click behavior to make it work just like button? The buttons and textboxes, etc... don't always work the same on all platforms anyway (android, ios, etc...) so using sprites gives you much more flexibility and stability.

  • It took about 3 months for me to get the call after I initially applied, so for those who have signed up more recently don't get discouraged.

  • When you sign up to be a Wii-U dev they will call you. They want to know a bit about why you want to be a dev on the Wii as well as what types of games you are targeting. They will then confirm with you and send you an email welcoming you into the program which has access to their private sites and access to the portal to order your dev kits, etc...

  • If you want native Java with no html5 you wont get it with construct. There are plenty of native java game development tools. You just have to learn to program in Java for them.

  • I may put in an order soon for more of your "Sci-Fi Schlock..."

  • Go through the beginners tutorials as they cover all this... Just like Lordshiva1948 said

  • it should be easy enough for you to test it out and see for yourself. The question is very dependent on what is happening in your game, what resources you are using, etc... you can also post your capx if you want more specific input from others here who have done more work with Physics.

  • Most likely you would need to go to a forum that is focused on building wrappers. I doubt you will find many here that do that type of work. I recommend looking at Ejecta since it is open source and a wrapper for iOS.

  • You are at the mercy of the browser on this, if the browser can't do it, your game can't either. Hopefully someone may have a better solution, but browsers don't exactly have a lot of multi-monitor options...

  • Put a condition that says if timescale not equal to 0 then set x background, etc....