flibble's Forum Posts

  • As above ^^ It's a hard one to visualize without the code.

    Are there any variables or arrays that you forgot to reset at the start of the layout?

  • Could you not cut each ship into tiles and using image points placed at the top/bottom of each tile join them together, ie. "every tick" or "on layout start" use 'move to another object' to place them in the right order?

    It might also help in the board positioning. You could place each ships initial part to a random x,y location at a random angle of 0/90/180/270 degrees, join the rest of the parts up and check for overlaps (or outside of layer) in which case reposition it.

    Doing it in tiles would also make it easy to know which part got bombed/shot.

    Just throwing ideas out :)

  • Hi,

    I was about to publish my first game attempt in the arcade and came upon the following problem that I can't understand.

    On compiling to android it runs and plays fine.

    On Running in the C2 debugger or running it normally in IE, Firefox or chrome it works fine.

    If however I compile as HTML5 and run try and play it, it all works fine except for the scoreboard where it freezes.

    There's not much in there to go wrong (couple of buttons/text and a background pic so I disabled bits one at a time and the problem is the saving of the high-scores itself - using the Webstorage object.

    It's taken from one of the (v helpful) tutorials and I can't for the life of me see the problem, it's like there's an infinite loop hiding in there and I just cant see it!

    I'll include a pic of the offending code snippet that ruins it all:

    Any help appreciated!

    <img src="https://dl.dropboxusercontent.com/u/201483942/Help.jpg" border="0" />

    P.S. I had to do scoring arrays level by level as I couldn't get C2 to sort any other X axis but the top one.

    Cheers all.

    KevD

  • Just had to add another big +1 for the debugger, it's saved me endless headaches already!

    Nice Work :)

  • The idea initially was simply a remake/remodel of my families fave old game on the spectrum, I only really intended making it for us to play on the Nexus 7/PC.

    It was only after I finished and a few other people that saw and played it enjoyed it that it got tested on the Huawei and looked/played really nice but wouldn't keep over 20fps.

    That was when I tidied it up a bit on the front end and thought about releasing it for tablets and higher end phones.

    The Huawei is nice for what it cost but even 'Doodle Jump' stutters a fair bit and that's a super simple game.

    I may well just limit it to tablets, just seemed a shame to miss the mobile phone market :)

  • Hi all,

    I'm just about to ready to publish my first game to Google Play and have finally gone through process (which surprised me in it's amount of conditions/restrictions etc.) and on uploading my .apk have come to the 'Supported Devices' list. I compiled through CocoonJS (android) and set the minimum version to 4.0.3 (ICS), Google Play has listed 2499 devices that can support the game.

    Now the problem I have is that although my game is relatively simple and scaleable it struggled to run smoothly on my Huawei G330 which runs

    Is there any way to limit compatibility to 1.4ghz and above, be it in the code or in Google Play itself?

    If not does anyone know of a list of mobile devices and their Processor so I can set them manually (eeek!)?

    Cheers all

    KevD :)

  • I can't help but I can confirm that it is a little stutter so it's not just you :)

    To anyone else who can help, you do have to look at where the floor disappears off the left edge of the screen very closely to notice it though.

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  • Hi all,

    Brief Into, feel free to skip it! main problem is below my ramblings..

    **********************************

    Ramble:

    Myself and a friend are in the process of trying to make a flashback(ish) type platformer.

    I sifted through the various programs and pretty quickly settled on C2, played for a couple of weeks and was so impressed that I bought the full version and got stuck in.

    I have a couple of hundered events so far and worked through many a problem via the "How do I.." threads and examples but have become stuck on something that seems simple but I can't get my head around.

    I'm struggling with proper use of the more complex side of C2 (functions/UID's/containers etc.) but am trying hard and learning slowly!

    ***********************************

    Problem:

    I made a 'Monster' that wanders around with a swarm of flies that follow him (with the awesome BOIDS plugin), upon seeing you he will stop and command his fly minions to head your way. On the monster losing sight of the Player the swarm will return to him, and so on.

    The problem is, I thought I'd be able to CTRL click copy him elsewhere in the layout and any Monster/Swarm combo's would act independantly

    Some of the attempts have been very long winded and failed but this incredibly simple 2 line attempt with containers seemed like it might work with a little guidance.

    The flies stay with (and return to) their original owners when the player is not in 'Monster' LOS but upon One of the 'Monster' Instances seeing you ALL the fly's head towards the player, not just the ones paired with the Monster that can see you :(

    Attatched a quick New Project below with a v simplified version of what's happening:

    docs.google.com/file/d/0B1Eq2ONeB-mwTmlMTW5jMmVCZHc/edit

    Any guidance on where to focus my next tutorial hunting to help me with this would be much appreciated!

    Currently watching Yann's(?) 2 hour Picking Tutorial video for the second time hoping it may help :)

    Cheers

    KevD