DiGiCORE's Forum Posts

  • A lot of memory if your other layouts use a bunch of different sprites, I'd imagine.

  • I agree! Hope to see more. <img src="smileys/smiley41.gif" border="0" align="middle" />

  • It did crash when I first started it, but works fine here too. Other then the ingame bugs mentioned, anyway. Comodo Firewall might have been the culprit in the initial crash.

    Windows 7, 64-bit

    Intel Core 2 Quad Extreme QX9650

    8GB DDR3 RAM

    GTX 560 ti

  • I'm having trouble resuming gameplay when I activate or click into a text box. Like, let's say, I activate it and type something, I can no longer move my character since all keys are, apparently, sent to the text box. I cannot click out of the box or otherwise stop it from receiving text input. I've tried disabling it, making it invisible, and making it read-only. However, all of those seem to not work, but destroying it does the trick. I can just respawn the text box, but I was wondering if that's supposed to happen or maybe if there is something I'm missing?

    Anyway, any help would be much appreciated! If a capx. is needed, just let me know.

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  • It only recently started happening to me after r103 too, I think. It usually happens when I have C2 open for long periods of time and it happens almost every time I do so, it would seem. As long as my projects are safe, I guess it's not to big of a problem.

  • Yea, been using it for awhile. Works great. Plus, I get to upload all my music to my account and stream it just about anywhere ^-^

  • "What is the window size of direct canvas?"

    What ever you make it?

    "I have a game with a 800x60 layout and exported it to direct canvas. The visible part in the iphone seems to be bigger than 800x600 because I sprites outside the layout boundaries in the iphone screen."

    As stated here, your problem may be the fact your not taking pixel density into account. You have to worry about more then just the resolution.

    "What are the screen sizes for iphone and ipads?"

    Take a look here. That should help you out, but you can simply Google easy facts like that. Don't forget.

    Hope that helps, but I'm haven't developed on mobile much. Good luck.

  • I emailed the original developer to inform him some days ago. Looks like he's getting it all sorted out. However, according to the developer (Ed Welch), the person/people who ripped him off are an organizational doing so to several other developers too. They've been around since June and had copied at least 5 other games. Again, that's what I've read and the problem seems to be on its way to being resolved.

    Whether or not they've de-compiled the games or just re-released them, seems to be an ongoing problem.

  • Happens to me too, but not always either.

  • Thanks Pode. Very interesting.

  • Your right, though. I wouldn't even know where to begin with the necessary precautions to help prevent such things. I can't say I have any games that are on any such markets, but still. What can you do?

  • Oh, I see. Plus, I was reading this. It would seem Scirra had already worked on the matter of loading times considering images.

  • I read an article about PNG and RLE TARGA. What do you think? I'm not too knowledged in digital image formats, but figured it was an interesting topic.

    astronautz.com/wordpress/why-pngs-are-a-poor-choice-for-games

  • What can you do about that? I guess your best bet would be to contact Apple, right?

  • I personally like Forza Motorsport. Not sure which one I played (maybe 3), but it was great. Tons of cars and, like you, I don't usually play any type of sports games. Including racing, but I made an exception here and there with Forza and Need for Speed, and Midnight Club (PSP). Haven't played any in a while, though, but those are the one I've played and consider at least remotely enjoyable.