firebelly's Forum Posts

  • Here is a link to an example. As you can see, even at a set time frame, it's not 100% accurate. If you sit and watch it, you will see some tiles are closer than others. I'm looking for a system that is 100% accurate somehow, even with massive time scale changes.

    dropbox.com/s/88hjeb7ciyyek06/TerrianCapx.capx

  • I have a tile emitter that I move up and down off the screen. It creates a new sprite and I move it across the screen at Speed*(dt*60).

    My question is, what is the best way to call the spawn method? If I set it for a set number of seconds, it is never 1000% accurate and there will be gaps in the chain.

    To summarize. I want to spawn, one after another (gapless), a sprite from an emitter. How can I make sure, that given changes in gatetime speed, the emitting takes place without gaps.

    Normally this is handled by a tiled BG. But I want more control.

  • There is an online tool for managing this, where the public can vote on the best ideas, and you can comment on them and shoot them down, or accept them. Posted a link below.

    http://www.uservoice.com/feedback/

    They handle the hard stuff. It's free for small accounts. I've seen a few other projects use this before with average success.

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  • I was thinking about using CocoonJS, is there another Ludei service i'm not aware of?

    I have not tried appMobi yet, but will look into it now.

    Thanks!

  • Hi! I'm Erik. I've been posting here and there for a few months and wanted to formally introduce myself. I've been a Microsoft developer for about 8 years now, mostly doing enterprise stuff. Two years back I got into windows phone development and liked it. Mostly because working on the mobile platform was fun. This year I decided to start working on games because I like to doodle and dream up stuff a lot, so I figured I'd put it to good use.

    I worked with XNA for a while, but didn't like how exclusive it was. The other thing was annoying was how time consuming it was to do anything. XNA is powerful, but you have to roll your own framework basically. I've been using Construct 2 now for a little while and like the ease of use. I get enough complicated code at my day job...

    Personally, I garden like a boss, own three newts and have a really entitled cat. I'm from the Bay Area, so if you want to talk about really good food or how much the city is being overrun by bridge and tunnel /south bay folk, please continue.

  • So I already know there is a 100$ fee for the license (just like Windows Phone and XBox), but I'm curious what hardware I need. And what OS is required on it. I'm looking to spend as little as possible. I have an iPad and iPhone for testing, but no machine to build.

    I'm also looking for thoughts on what will happen down the road. If i get a low end device, will I have to buy another used apple product to keep building?

    I know very little about the software cycle of apple. I'm a microsoft guy and could go on for days about windows phone 8 vs windows phone 7.8 :) But I need some help with the iOS stuff.

    P.S. I'm looking for legal ways, so no VMWare/Virtual Box shenanigans.

  • write a little bit of jquery to hit an amazon or azure webservice to keep time.

    Web/mobile development should be moving away from client side stuff anyway. This is why most modern mobile languages force you to use async calls all the time.

    Offload your fears to a server, take control.

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  • Since it's based on Android, why wouldn't cocoonjs work on it?

    I would think yes, I think the issue you would run into is gamepad support and maybe sound support.

  • They made like 600K in an couple hours. It is already funded and getting another 10K every 2 minutes. People have spoken.

  • Even if it doesn't work with HTML5, I still want one :)

    Note that this isn't due out until mid 2013, so there is time to work with them and support them with anything needed.

    The main issue will be this, does the gamepad support whatever mechanism we use to get the game on the browser. I would assume they require something like CocconJS to wrap the code up since this is a slightly closed system maybe?

    How does a gamepad interface with android os?

  • Been working on this for a few months here and there.

    Here is a little screenshot.<img src="http://i.imgur.com/zvg77.png" border="0" />

  • Maybe there is something wrong with my game, (I will post soon). But I had this issue where the fall speed was perfect, but the jump didn't seem to work right (at all).

  • Timescale, that would give me a very similar effect. Let me play with this and see what comes out! Thanks!

  • I'm trying to figure out if there is a way to create low gravity type effects. I can make my character move slowly, but the jumping doesn't seem to work. All I'm using for behaviors right now is Platform. Thanks in advance!