GeometriX's Forum Posts

  • Picked up news that Microsoft is running a competition that's loosely based around the recent Global Game Jam. Although they're being very vague about the focus: you can either port an existing game or make a new one. Only thing is that it has to be in by the 30th of March. You need to be registered with the Windows Dev Center, and publish to Windows Store or Windows Phone Store

    Decent prizes:

    First Prize: $10,000 USD

    Second Prize: $5,000 USD

    Third Prize: $3,000 USD

    10 Honorable Mention Prizes: $1,000 USD each

    Details here: http://www.wpdevcenteroffers.com/home/contest

    I'm not a big fan of the format of this compo, but I might enter one of my old games and just port it to WP. There's no stipulation that it has to be a game used in the GGJ.

  • Ping!

  • There's nothing really to it, just give an object the Persist behaviour, and then its settings/placement/etc. will persist (i.e.: remember) when you switch layouts. What are you struggling with, exactly? Did you look at the example that come with Construct?

  • Joannesalfa, you need to set your animation name in the model to "DiffuseMap". I had the same problem the other day - I didn't realise the requirement.

    On that note, QuaziGNRLnose, could you please set the default animation name to "DiffuseMap" when creating a new Q3DModel? I know it's a minor thing, but if it's possible, it'd be appreciated alongside the next update.

  • I noticed the same problem, but in my case the fps drop wasn't immediate after scaling back up. It took about four seconds before it started to waiver and then dropped right down.

  • What you want is the Persist behaviour. You'll probably have to manually record things like scrollX and scrollY as well. Check the example that come with Construct in the new project dialogue.

  • Nice going - this is a really good start!

  • Yeah, this would be great. I'd like to add in that pin should also (perhaps also optionally) keep up with mirroring. Again, trivial to do manually, but would certainly help.

  • I've successfully used C2 to develop an app in the past: for a company that was hosting an expo. As most of us have realised, with a bit of care, C2 is actually very suitable for non-game development, and so when I was recently approached by the owner of the expo venue to develop a bigger, more advanced app for them based on my previous success, I wasn't too worried. Once this app is done I'll finally be in a position to buy a business licence, and really kick my C2 development into high gear.

    I'll be pushing my knowledge of C2 to the limits: interfacing with a third-party online database (the client will be able to update portions of the app this way, updating latest events, etc.), using push notifications, social network integration, and so on.

    But now the client has asked if I could embed some e-commerce functionality into the app: they want users to be able to buy tickets within the app, instead of my initial plan to simply link to an external website. Obviously this has a lot of technical and legal implications, and I want to get some feedback from the community on the technical side of things. Assuming this ticketing system has an API of some sort, how reliable do you think C2 would be for this purpose? Would it be better (or good at all) to instead embed an iframe into the app which takes users to the website without leaving the app? Has anyone done something like this before and, if so, what was your experience like?

  • Awesome, thanks I must've missed the inclusion of proper textures using the animation editor; I thought the preferred method was with model materials. It's working perfectly now!

  • It's not that you can only use it once, just that it only needs to be loaded once. You can use the functions as many times as you want. All you're saying when you load it is "this game uses functions", in the same way you'd add Touch, Browser, or Keyboard functionality.

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  • First: Don't combine physics with any other movement-type behaviour. They clash, horribly. There are some workarounds but this is best left alone for now.

    Second: Create an event that says something like Object: On collision with other object -> Object Drag and Drop: Drop

  • UnixRoot, thanks for your suggestions, but as I said, I've already tried both. Neither has any effect.

    EDIT: I checked my video card settings and nothing is set to override filtering.

    EDIT 2: Tested on my laptop (completely different hardware), and it does the same thing. Test project is here if anyone can see what I'm doing wrong

  • QuaziGNRLnose, how do I disable texture filtering on an object, or for the entire project? I'm experimenting with low-poly 3D models that have pixel art-style textures, and I want to preserve the pixelation in those textures. I've tried all of the options in Q3Model > Set filtering, but nothing seems to change. Likewise I've set the project settings to point sampling with all quality options set to low, and disabled AA in Q3Master. No luck

  • Hi cranberrygame, I'm having some trouble getting the push notifications to work

    I've gone through the whole process of setting up PushWoosh and GMC, inserted the APIs and codes and everything, but notifications just don't come through. Is there a plugin that I need to enable in Intel XDK, or anything that's not mentioned in document that comes with the plugin?