ca59eb38-e0ad-4975-9634-a2379c986d93's Forum Posts

  • All hail PhoneGabe!

    <img src="http://oi44.tinypic.com/2z3utlz.jpg" border="0" />

    (sorry, i could not resist the urge

       to post this little funny image)

    But if we are being serious, you might want to post more details of this issue - did you change any settings when exporting for PhoneGap? Did you change the image compression setting, by any chance? Are you sure that the .zip file was created and uploaded properly?

    What do you mean, exactly, by saying that it didn't work? Was it replaced by a solid color, or did you get some other type of problem? A crash, perhaps? Are you sure that it's exactly the image that's to blame? Are there any specific blend modes set/any webgl effects that are applied to it?

    Furthermore, what kind of image is it? A png-8 or png-32? Perhaps you edited it and accidentally exported it to png-24? I think that we really could use a bit more detail here, to be able to help you better... Could you perhaps take a picture of what exactly's happening?

  • Something something set them from "accelerated" to something else...

    /attempted advice without looking up the specifics

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  • +1

    Would also like some information in regards on how they're sorted.

  • Properties > Sampling > Point

  • I am not sure if PhoneGap supports the object, but you could try that approach.

    Alternatively, what's keeping you from just using text objects or spritefonts?

  • Well, this should be easy:

    1. Add a private variable to your player - health.

    2. Create an even with the condition - "is player overlapping safe zone".

    3. Right click on the condition, press invert.

    4. Add a "substract x from player.health" action to the event.

    5. (optional) add an every x seconds to your event, for timing purposes

    Was that so hard?

    Kids in my day used to read the manual or watch the videos on Youtube,

    or at least think for themselves (i am yet to see someone ask more basic questions, sorry,

    i just feel that there is a lot of unnecessary content here - spam). Also, GET OFF MY LAWN!

    Update.

    If you meant an actual health bar:

    1. Make a 9-patch image with your health bar, set up as needed.

    2. Set the left side as a hotspot.

    3. Create an "every tick/x seconds" event.

    4. Add "set 9-patch width to player.health*SomeRandomAmount" to it.

  • Are your graphics card drivers up to date?

    The actual manufacturing of the graphics card has long been discontinued.

    I guess that leaves no question about the drivers - i probably have the latest version, from 2007 or something. The pc is a bit of a relic - shaders aren't supported by the graphics card at all.

    I just wanted to see if anyone else is having similar issues or if this is an isolated case (pc specific). The drawing seemed to work earlier in r139, but became like this after i added a new sprite for the spritefont object. Either way, i guess this information is of no use, as this problem is specific to me (don't waste your time). Thanks for the response, anyways...

    Update.

    Went back and checked, when is the problem persistent - turns out that the spritefont object works perfectly with the default font, but fails whenever i load my own font, a perfectly normal .png image. Computers are weird.

  • Well, if you want to change text in images (sprites), then you'd have to create them for each language and put them as animation frames, which are changed upon checking what language the game is running in.

    However, if you want to change actual text strings,

    then i guess you could set text to a variable + string combination,

    such as

    Scoredisplay set text to [Player.Score & Randomtextitem.Scorestring]

    as opposed to

    Scoredisplay set text to [Player.Score & " <- Your score"]

    and change the string contents based on what language is used.

    I'd probably do something lazy and store all of my text strings for a layer in a single object's private variables (probably not a good thing to do).

    As for the actual way of storing what language is used, i'd say that a single global variable and usage of webstorage should be entirely sufficient.

  • Well, one of the things i read about on the forums in regards to fixing this was setting your texture filtering to "point" mode, and setting the pixel rounding parameter to "on". Could you check to see if that works?

    Also, if we are speaking about graphical glitches, anyone know what to do in regards to this:

    <img src="http://i.imgur.com/gn4GI2y.jpg" border="0" />

    The laptop in question doesn't support shaders, any tips? Seems to persist in all of the releases i've tried.

    (those are 9-patches and spritefonts, btw)

  • A loading screen is something I would think of last with a project of this size.. too many projects consist of a fancy loading screen.. some concept art and no actual substance.. I like to get the meat and potatoes done first and add the dessert after ;) But thanks for the link, I'll use it when the project is done earning a loading screen lol

    I actually agree with the strategy you have towards development (it actually makes you get things done), however i just wanted to show you how easy making a loading screen actually is in C2... You just add a sprite which acts like a title screen/logo/whatever and a resizeable 9-patch, the hotspot of which is at the left edge and the width of which is set to "Loadingprogress*SomeRandomAmount", perhaps also add a low bitrate music and it's done. :)

    This project is not designed for old laptops. I have designed way to many projects thinking of supporting everyone using a 640x480 screen on internet explorer 3 for way to long.

    ...

    This isn't about the widest audience, this is about making something I would use and not skimping on what I want. I know that sounds selfish but this project is for me ;)

    Chuckled a bit about the IE3 part, but in regards to the actual point you're making - well, there's nothing wrong with that, as long as Moore's law holds true and HTML5 becomes more widespread, there shouldn't be much of an issue, if you don't intend to port the game for mobile platforms.

    Certainly not going to develop for an old laptop like the DELL D510 that you say you are using.. that's just asking too much lol

    You know too much because you might have checked my post history, sorry.

    pulls out silenced Makarov PM

    But the laptop (i usually call it a "netbook", so people don't think i live like in the 90's) is just fine for seeing how the game performs on my Android smartphone. It's funny, just how downscaled processors become over time, as there are many devices the size of a phone which are much more powerful than a couple year old laptop (anything below is "a couple". don't call me old :/).

    Either way, good luck with your project, looks good so far!

  • Well, you could probably add a check to see if 2 or more objects are overlapping and then only select the one on top... How to do this, however, is something that i am not sure how to do - perhaps there was a variable for the z-order or something available in C2 (since arranging it is possible in the layout editor)?

    As for the layers, you could probably just create a new object on the layer you need and delete the old one...

  • From my personal (and limited) experience i can say, that the PhoneGap Build seems to actually be better than CocoonJS.

    • PhoneGap Build supports Android 2.2, while you (apparently) need at least 2.3 to be able to use CocoonJS - although this means that only 5% will be left out, i am a part of these 5%, therefore i feel that this should be mentioned (as i said, my subjective opinion). tbh, i simply couldn't get the CocoonJS exported app to work even in an emulated Android 2.3 (used VirtualBox, everything else was functional), i personally found this to be frustrating
    • PhoneGap Build has an easier and simpler interface, no launchers you have to search for on Play Store, just go on the website, upload your .zip file and build a project, download the .apk file (or whatever you are trying to build the app for), install and you're done, you won't have to wait for e-mails from ludei, because the app build process literally takes seconds
    • furthermore, you can upload things from both public and private GitHub repositories, so you should be able to easily work together with your friends, and while the free version only supports 1 private project, there is nothing keeping you from using it for exporting and building, and keeping the .zip files stashed away on your HDD somewhere
    • also, the file sizes differ greatly, a project that was 10MB when exported from CocoonJS, was just 1MB from PhoneGap (the actual project .zip was around 500KB)

    While both are free, i found the PhoneGap to be much more pleasant to use, of course, you guys can feel free to disagree with me. :)

  • This looks just amazing, but i have one small question:

    have you considered making a custom loading screen for this game of yours?

    Like a splash screen while it loads...

    Here's how to, in case you're interested: LINK

    Update.

    *sigh* You really need a decent pc to run this - my old netbook slowed down to a crawl. Some serious HD graphics you got there, i have to say.

  • "round(x)" also seems to work fine.

    Update.

    Apparently i can't read very well. >_>

    I tend to accidentally a couple of words every now and then...

    My most sincere apologies, gentlemen.

  • ^ I have to agree with the guy above, there don't seem to be any other ways to do this. Well, you could have a look at the z-order bar, or have the objects that need to be "under" into another layer entirely, but this pretty much is the same thing.

    Btw, if you'd like a smooth disappear effect, you could create a sprite with the edges blurred that would be below the header but above the objects in question, this would make it appear that the objects are gradually fading out...