Fradno's Forum Posts

  • Stuff that works in Preview doesn't work in HTML5 export.

    Okay, so I have this thing where the camera locks when overlapping another object, works in preview, but in html5, after the first anchor object, it just goes through the rest. I'm gonna try a final solution, but if this doesn't work, I'm out of ideas on a way to fix this other than to avoid using overlap as a trigger for anything.

    Is there a debug mode for html5? This would be way easier to find out what's wrong with something like that.

  • ALLMarkMade I mean this kind of controller, since I already have touch controls in the game.

    https://www.amazon.com/s/ref=nb_sb_noss ... controller

    I own a Moga controller and a third party bluetooth controller for testing on Android devices. So I want to see if there is a way to set up controls for not only native, but HTML5 via bluetooth on mobile, since the gamepad object, from what I understand, only works on PC controllers.

    The last engine I used, Game Salad, has it working out of the box(for both native mobile, and PC) but not for html5 since the control system is drastically different.

  • I am confused by the answer. : / Do you mean the touch element contains something that would help with the bluetooth controller?

    My game would play really well with a gamepad of some sort, wether on mobile or PC.(This screenshot is glitched, only suppose to be 5 enemies at a time usually).

  • https://www.scirra.com/manual/143/gamepad

    The gamepad plugin states that it only works on PC, I know that html5 has some gamepad set up of its own through javascript. Should I implement it that way to get it to work on mobile? Will it work on Tizen?(Granted if they already have bluetooth controllers).

    Thanks in advance for the help. On gamesalad, an engine I made my last game on, they had gamepad support that extended to android/iOS, but not HTML5.

  • Game has been updated with new enemies.

    See them in action in the demo!

    http://theefenders.fulgryph.xyz/game/index.html

  • Added more mechanics, he can now attack while dashing. : 3 As well as having the power up attack done.

    A screen of his powered up Dark Blade Joust.

  • Finished the Dash mechanic:

    Type A

    Type B

    I'f I could keep both, Type A would be a super dash, but it's a simple game, so I gotta pick which stays and which goes. Type A is flashier, but it's drawback is that it might be distracting, while Type B is just plain neat, but I wonder if it's need that radiant effect that Type A has.

  • imhotep22 mekonbekon Thanks for your resposne, so it's the same standard across all game engines, since I learned some of this from another engine. Shrinking the object, despite it's tiled size, below 2048 did appear to solve some problems, although it could have been another change I made. Turning the touch screen buttons bigger did solve some of the pressing problems I mentioned. Yeah, I didn't know aboiut the debug mode since the last engine I used didn't have it, so thanks for that tip. Thank you for the links as well.

    I noticed during device testing, the HTML5 version will sometimes have some sprites as black boxes, as well as the android version, but a "web2app" version of the game ran fine on android, with no missing frames.

  • Slash effect's have been implemented, as well as hit effects when you hit the roaches(or get hit).

    Updated the link:

    http://theefenders.fulgryph.xyz/game/index.html

  • A neat concept with great sprite work to back it up. Excellent.

  • Excellent work, multiplayer must be hard to build around.

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  • Superb! Especially the concept art, and the resulting sprites are awesome.

  • Ground breaking work. Excellent.

  • Hows this for an updated environment?

    Before:

    After:

    I just gotta fix the tiling to blend in with itself, since you can see the borders.

  • emoticon Good!

    tunepunk Thank you for the feedback! Sometimes I can't realize obvious things like that when I work too long in a project and start taking the art direction in wild directions. As for the ground, I am using a tilemap of a single tile, but I couldn't calculate while illustrating it on how it could wrap itself without leaving marks of repeating lines, unfortunately.

    http://i.imgur.com/4xZGhM3.jpg