GeometriX's Forum Posts

  • Awesome, thanks chaps!

  • cranberrygame Ashley

    Is there any way that you could add in a way to preload banner ads with Admob? Currently there's an action to do this for interstitials but not banners. Having this facility would greatly help me with serving ads. The current system only starts fetching/downloading a banner when it's called, and this is causing inconsistent ad delivery in my game. Similarly it'd be great if there was an "On banner received" trigger to go with it.

    There's an option for this in the CocoonJS plugin, so I'm assuming the facility exists already, it just needs to be implemented in the Admob plugin.

    Thanks!

  • Hah, that's odd - there's no action like "spray one-shot" for the particle object. I'm sure this would be a quick thing for Ashley to add in. It'd certainly be useful.

    For now though, I guess the best bet is to set it to continuous with a high spray rate, and create a function that toggles spraying on, waits dt seconds, then toggles spraying off. Then just call that function any time you need to do this.

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  • I also come from a 3D background and there are definitely some workflow adjustments that you'll have to make. Rendering animation cycles and background images will be your best bet, but be sure to conform to the techniques mentioned in the memory optimisation blog post, otherwise you'll end up with gigantic games that will struggle to run on even a desktop.

    In terms of particles, I think your best bet will be to learn to properly use the built-in particle system instead of rendering from Lightwave. Create a really nice particle in Photoshop or whatever and then drop it into Construct. The system isn't as evolved as those found in 3D design software, but it gets the basics done very well. More advanced results can be achieved with WebGL effects and blending, using multiple stacked particle emitters, or creating a custom emitter from scratch (using the bullet behaviour or even custom movement). If you're used to working with interactive particles (like rain drops that create splashes) then the custom emitter will be the way to go.

    Personally, I've found that Construct is a hell of a fun tool from a technical artistry perspective. You can get a lot done if you learn the tools and learn how to optimise as you go. Here's a little demo (unrelated to particle effects) that I made recently to show off some yummy parallax testing. It's not terribly well optimised but with some tweaking could be scaled up to full game size.

  • Ooh, nice! I really like the style. Looks creepy. Quality vlog as well!

    Also, I have to say that I love the idea of frequently modifying the character's stats according to their actions. That's a really nice idea - borrowing from RPGs but kicking it up a notch. I can't wait to see how these stats affect gameplay.

    You mentioned that it's a point-and-click adventure, but the exploration looks to be extremely linear. Stylistically this could work, but it's very-much against the norm. Is that how you plan on taking the rest of the game? What's the thinking behind that? Is this more like "Metroidvania"-style exploration with classic adventure elements (dialogue, inventory management, puzzle-solving) instead of platforming?

    Oh, and a quick critique: I think the animations could stand to be sped up by about 20%. They look just a tad too slow to read as natural.

  • Hi IntelRobert, I've just published a game to iOS and I'm experiencing similar issues to RenatoB. This is feedback from a tester on iPhone 5:

    • Game won't go to landscape mode. It's just stuck as a small little box in the middle of the screen.-
    • Browser -> close command doesn't work (no way to quit).
    • There is no audio at all. [Is the media plugin required for this? I didn't need it on Android so I assumed the same applied to iOS]
    • "Somehow I got the whole screen selected (as if I wanted to copy) and the copy prompt came up."

    I have none of these issues on Android.

    Fullscreen and landscape orientation was selected in the project settings.

  • Aphrodite, Oh, yes. I still need to upload an APK for x86 CPUs.Thanks for reminding me!

  • iTunes version has been released! Get it here for for your iOS device.

    PS: I've done very little real-world testing on iOS. Please let me know if anything is wrong/weird/borked!

  • Thanks ludei, good to see continued efforts and fixes. I hope that this keeps up!

  • It works exactly the same. I do this with my current project: fully tested on Android and it's working perfectly. iOS I can assume will work, but I'll have to confirm once it's live.

  • > South Africa here

    >

    I'm amazed by how much talented devs I'm meeting coming from South Africa lately. "Desktop Dungeon" and "Broforce" are only some examples.

    (also, I'm based in France, but you've already guessed that, thanks to my still in beta English).

    Thanks! Yes, we're definitely seeing a lot of growth here. And don't forget about Stasis (my personal favourite SA-based game at the moment), and Toxic Bunny. We're getting there

  • South Africa here, so we share a timezone with Germany, France and Italy. Just, you know, waaaaay down south

  • Listening to episode 2 now. Nice going guys! I'm looking forward to hearing more of these.

  • Hah, yes they take some practise Once you're comfortable then I'm sure you'll appreciate them. I only use spritefonts in my projects now - no text objects for anything but debugging. They're especially useful for games that require vibrant text (like games for children), because you can add all of your effects to the spritefont file before-hand, then just import the finished product with zero impact on performance, as opposed to using post-processing effects to give the text more character.

    Your best bet is to make your own using BlackHornet's Sprite Font Generator. Download the example file to learn how to properly implement character spacing.

    I suggest that you render your spritefont image to a size larger than what you need. That way you can scale it freely without losing quality. Just try to keep the size to 1024x1024 as a maximum, to avoid excessive memory usage.

  • Yes, if you sign in Intel XDK then that's all you need. You can submit to Google Play just like that. I'm not 100% sure if that's an issue for you or not (it would be if you previously built with a different system, like CocoonJS).

    To disable signing, go to your build settings in Intel XDK (click Projects at the top-left, then select your game/app), select Android-Crosswalk, then scroll down to a checkbox that says "Signed". Uncheck that.