Excal's Forum Posts

  • Does anybody know if we have to optimize screen sizes for this competition?

    I intend on submitting mine in iPhone 5 resolution and then using letterbox scaling for everyone else.

    The competition doesn't make it clear what platform or 'touch-based' device to submit for.

  • Yes, for example, the latest build of my space game can be found here: http://exeneva.com/html5/SpaceGameV2

    You'll notice I have updating information, most noticeably the FPS in the upper right hand corner. You can't see it, but I have in invisible text box on the left called Debug. I use this whenever I am testing a variable.

    Can you share your file as single .capx instead of a zip?

  • Debugging is a skill. Most bugs occur with variables not behaving as you might think they are. The best way to manually debug those is to create a text object called 'Debug' and have it show output for whatever variable you are trying to test or debug for.

    As for your specific problem, do you have a capx you can share?

  • I tried using bullet, but the problem is that behavior causes the starfield to rotate when the angle of motion is changed. I replaced bullet behavior with CustomMovement and now it seems to be working.

    Now I need opinions on smoothing this out. You can play the latest version of the game here. Please let me know if the effect is too fast or too slow!

  • I believe the solution is actually really simple. I just had a really long Spring Break and wasn't back into the C2 mindset of things again.

    Basically my starfield is currently scrolling in one direction. It's simply a matter of setting the scroll direction to equal the player ship angle - 180 every tick.

    However, I'm not sure if every tick is a good way to go about it. There could be performance issues with using that fast of an update.

  • Currently, I have a scrolling starfield in my space game that moves from right to left across the screen. This effect is nice, but I want something more immersive: I want the starfield to scroll in the opposite direction of the player movement.

    For example, when the player ship moves up on the screen, the starfield will scroll down at some speed (there will be a speed cap for the scrolling).

    Does anyone have ideas on how this would be done?

  • That approach assumes every new developer reads the manual.

    There is an excellent, and I mean excellent, Udemy course that covers just about everything in C2, from features to making an entire game (including art in illustrator and sounds in FL Studio) from scratch in C2. I learned the majority of what I know about C2 from that course, and not from the manual or tutorials.

  • I think this should be implemented. It shouldn't be too hard in code, you literally check if the ratings variable is greater than some number before moving the game up or down.

  • I second this.

  • Can someone who has made apps for iPad and iPhone share the UI button sizes they used? Just wondering what a 'standard' size is, in pixels for each platform.

  • I assume this is a paid job?

  • Mostly realistic, since most of your portfolio art is toonish, which so far seems to be your specialty.

  • There needs to be a better distinction between obstacles and doodads.

    I was stuck for a few seconds trying to run through a wall because it looked just like the gray background fence or whatever.

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  • Just out of curiosity, are you capable of non-isometric (non-2.5D) buildings and structures? Do you have any examples?

  • Replied, and still looking!