fldr's Forum Posts

  • your game renders in note's 2560x1600 resolution

    could you please explain how i can see this?

  • fldr

    If GooglePlay can wait and be calm and stop sending me alerts every day I'll wait for a year, I'm very satisfied with the apk version i uploaded to the store, I'll be calm just if they stop pushing me to update my game in such a way that makes it unplayable.

    I appreciate intel efforts for sure, i just want to know when can i expect the fix, and the most important point: is there a fix for that?! is it permanent ?!

    I LOVE making games and i don't want to stop making games, I'm really REALLY enjoying this, until this issue came as a stopper and destroyed all my plans.

    Thanks for your reply.

    dont panic!

    there was a security issue before with crosswalk, the Intel guys fixed it fast, i didnt rebuild my game for about two month and google didnt do anything in this time except for the warnings.

    just continue with your plans and try hard to be more patient

  • Thank you very much! I see your solution is really good but i think for this particular game its more powerfull then necessary (like the solution of tunepunk , they are both very good! )

    My people will always walk on the path and dont collide with anything (except theyre finishingline and the direction changers at the corners).

    But please correct me if i overlooked something!

    newest version:

    http://fldr.de/towerdefense3

    note the game is still under heavy developing, titlescreen, title, font, enemys etc. will change over time <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    and theres a bug with placing towers, if your placement is not absolute accurate it will also lock nearby tiles for placing.

    what you guys think of performance so far?

    i check the angle of the turrets now only every 0.5 seconds, dont think anything added from now will influence the performance much so this will hopefully be also the performance of the finished game.

    you guys think it performs ok?

    will try a testbuild with XDK later to see how it runs on mobiles.

    edit: normal Cordova build performance is horrible, i dont know why, its even worse then stock android browser, no idea how that works, i thought the Cordova build uses the webview=stock browser?

    edit2: Crosswalk build seems ok

  • you can copy and paste everything

    first copy the objects you need and after that copy and paste the events (because you can only paste events where you have the referenced stuff already in your project but the failure message will also tell you what is missing if theres something missing)

  • do you know the word patience?

    give them some time to fix it, they will eventually, im sure.

    btw its weekend and the Intel guys do that for work, so dont expect something happening on saturdays or sundays

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  • i would be very interested in your offer

    what do you need from me to start with a trailer?

  • you could pick the first dot by an event "pick nearest dot to touch.x, touch.y"

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  • does the player have to touch both points or will it automatically draw a line to the point with the next higher number?

  • your project seems very impressive to me! thank you for sharing it!

    for my project i think the "put all objects to sort in a family and then sort Z-order by y" is enough because i wont have multiple floors, or did i overlook something? Sorry if so, this whole isometric concept is new to me and i get confused here very easy

  • Create Object "Tiledbackground" at pointa.x, pointa.y, set angle to angle(pointa.x,pointa.y,pointb.x,pointb.y), set height to 1, set width to distance(pointa.x,pointa.y,pointb.x,pointb.y)

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  • ah ok that makes sense thank you for explaining!

    i want this game to be as minimal as possible so it can run on a wide range of devices, so unfortunately i cant rely on webgl.

  • > Hi,

    > today i started working on an isometric tower defense game, using the lovely assets by Kenney.

    > Didnt got much yet, only a map, some enemy walking the path and making sure everything has the wright z-order. Isometric game design is totally new to me and i had a hard time figuring everything out with this damn z-order and where to place the tiles <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    > but anyway, you can see what i got here: http://fldr.de/tower3

    >

    >

    That looks amazing!

    Here is my Isometric Endless runner game <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    viewtopic.php?f=148&t=125571

    Video and Google Play link in my signature

    Did you manage to raise the sprite when they walk over an elevated road like for instance the Bridge in your screenshot? How is that done?

    Thank you!

    Your game looks really cool, will try it out later <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    i didnt do the raising of the sprites on bridges and stuff yet, but i plan to do it like i did it with the corners, spawn invisible objects at keypoints and let the sprites change their movement angle when they collide with it

  • If you use Q3D for rendering, it implements a proper Z-Buffer and would correctly render things based on X-Y-Z without the ordering trouble . It has a 2D sprite object you could use so its actually works well for isometric stuff too, and also gives you the freedom to add 3D stuff if you have to and use 3D collision detection, you could also use normal maps on 2D planes and add lights too. There's a bunch of features that would help with this type of project, since ISO is really mostly just 3D game development with 2D sprites instead of models.

    i thought about your plugin before but i fear that its to huge for my current knowledge, but im still following your progress with it and will buy it eventually in the future