danialgoodwin's Forum Posts

  • Savvy001, would you mind posting your solution so that others can also learn how to do this?

  • slanw, would you mind share some code (or psuedo-code)? It may be easier that way to determine what is wrong rather than guessing. And, can you please be more specific on how your game "stops working"? Maybe there was a global/static variable that you didn't reset when the game started?

    My first idea for how I would do this is to add an instance variable to player for health. Then, I would put two conditions in the event: 1) On collision, 2) Every 1 second. And then, the actions would change opacity and instance variable value.

  • iceFlashEX1, the common method to add an infinite scrolling background is to create a Sprite object twice as wide as the layout, and add the bullet behavior. Then, once the Sprite object has moved halfway off the screen, you move it back to the original position.

    Caveat: Depending on where exactly your background repeats, it may not have to be a full 2x layout.width. You would just move the sprite back to the original position whenever it reaches the repeat point.

    Though, actually, now that I think about it... you might just be able to use the Wrap behavior with a single sprite with the bullet behavior. It'll be a good experiment to try.

    I hope this points you in the right direction.

  • Kniggles, the main way I would use to compare text is to use the "Compare text" event that is available in the Text object.

    Though, you could also use the System."Compare two values" event for the text. But, I recommend the first way instead.

  • Kniggles, in a single event, I would put two conditions. First, compare the first Text instance to the second one, then compare one of those to the third Text instance.

  • Ainxty, in the project properties (found by clicking the project title in the projects bar) make sure you have a "Fullscreen is Browser" option picked that is "Scale outer" or "Scale inner". The default "Letterbox scale" will show black bars on the edges.

  • and then said

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  • If you want a game to be fast, then have it do less work.

    elafreat, one idea is to detect what the current FPS (frames per second) is and reduce the number of objects on the screen if the FPS gets too low. Another idea is try to do the least amount of actions on every tick, which one way of doing this would be to use the System."every X seconds" instead.

    And then, perhaps not the most fun method, read through the entire C2 manual to learn many new things, and there are some great tutorials with even more tips and tricks.

  • Tekniko, do you have a link to your blog?

  • Paradox, no I haven't, looks good!

  • Typically, after the last day of the app challenge, then it takes 2-4 weeks.

  • Just wanted to let you guys know that some really cool realistic water effects are possible with WebGL.

    Though this might be a little advanced for regular C2 use now, the Javascript SDK developers out there might be able to do something with it.

    http://madebyevan.com/webgl-water/?utm_source=hackernewsletter&utm_medium=email&utm_term=show_hn

  • I definitely vote the escape key for pausing. Instinctively it's the key everyone presses first when they want to pause a game. You could even go as far as making the "Pause/Break" key on the keyboard the pause key if you really wanted too and as suggested, you can have multiple ways of pausing the game, not just the one. Just don't have too many pause options or it could get annoying for the end user if they keep accidentally pausing.

    It's a keyboard scavenger hunt! Find the keys that don't pause the game!

  • , hmmm, that is an important note. The app just can't be blank. Another requirement is that you can't submit the same (or similar) app twice.

    Amazingly, if past app challenges are an indicator, then Microsoft doesn't reach that number limit (or they just ignore it). I've submitted apps on the last day for their other app challenges and have gotten the prizes.

    And, here's the judging criteria, it really isn't that strict. (For those that have a Windows 8 computer, you can click this link for app examples: ms-windows-store:Publisher?name=Simply%20Advanced)

    TLDR: To ensure 5 out of 10 points: get 3 points for good app description + screenshots, 3 points for "interesting feature" or multiple levels, 3 points for good UI by adding a background image or animations, 1 point for sound. Well, at least that is how I read it, the following is straight from the T&C

    [quote:395jusr5]# Criterion Description Score

    1. Features and/or Levels: Does the app engage the user with a complete and polished experience? E.g. Interesting features to your app that enhance the user experience. Increasingly challenging levels within your game. 30%

    2. Usage of sound, music and effects: Does the app use sound, music and animation as appropriate to enhance the user experience. 10%

    3. Look and Feel of your App: What is the overall look and feel of your app? Is your app’s UI polished and visually appealing? Did you use background images? Did you add animations to create a sense of fluidity and continuity in the app? Is the UI responsive? 30%

    4. Marketing How marketable is your app? Does your app description provide users with detailed information about the app? (This includes multiple screenshots in the app description.) Do your app snap shots showcase the true app experience? Is your app easily marketable? 30%

  • Wow, looks great!