GeometriX's Forum Posts

  • Ooh, okay I see what you mean. Right on then.

  • The logic will generally look something like this, just to make sure that you've got it down right:

    1) Player completes level X and sets a score, let's call it a global variable LevelScore.

    2) Compare score to currently saved high score (compare as a number), called WSLevelXScore or whatever.

    3) If the current score is higher, set WSLevelXScore to LevelScore.

    4) Then you set your text objects on the level select screen.

    The last bit is tricky, because it requires that you set each text object individually. You could create ten different text objects, but its much easier to create one and clone it nine times. Each time you clone it, you're adding 1 to its IID (instance ID, starting from 0). So to set the scores to each of them, do something like this:

    System : On Start of Layout, Repeat 10 times, Pick nth instance (ScoreText)(loopindex) -> Set ScoreText Text to WebStorage.LocalValue("WSLevel"&loopindex+1&"LevelScore").

    I've attached a quick example of the last bit.

  • No need to build sprite-sheets beforehand (in fact, you can't).

    You can import sprite sheets by right-clicking in the animation frames panel and selecting import frames -> from sprite strip.

  • Hi Intel team, I have two small issues with the Intel XDK. Both right next to each other:

    Under Launch Icons and Splash Screens, whenever I come back to an existing project (either from another project in Intel XDK, or if I close and re-open the XDK), the launch icons always reset to blank, and I have to manually assign each icon before building.

    Also, I cannot find a way to remove a splash screen that I no longer want. I can change them, but I can't outright remove them.

    Any idea what I can do to address either or both issues? Thanks!

    [attachment=0:47kucnf3][/attachment:47kucnf3]

  • Very cool. That rally game has an awesome old-school charm to it, and Glider could definitely become something I can see myself reading about on RockPaperShotgun or similar. Solid prototypes, both of them.

  • Yeah, also custom brushes and tablet pressure sensitivity and PSD import and image filters and Magic Wand and OBJ import and 3D sculpting tools and texture mapping and an animation timeline and video compositing and a C# compiler and 3D printing support and the whole of CryEngine inside the image editor. Is that too much to ask?

    Gosh

  • Oh, woah. I didn't realise that they canned public folders from free accounts. That sucks

    In that case, Cotix, I'd suggest that you take out a very basic web hosting package (there are even some free hosting options out there) for quickly sharing online.

  • You can't run browser games locally, so you need to upload your exported project to a web server of some kind. The Scirra Arcade, Kongregate, etc. are all capable of serving web pages, or you could take out a web hosting hosting with a service provider.

    By far the easiest method, though, is with a Dropbox account. Download and install Dropbox, create a public folder within it (literally just a folder called "Public", copy your whole project folder there, right-click index.html and select "copy public link" and paste that link into your web browser. Dropbox acts as a limited web server and gets the job done for testing and simple sharing.

  • Odd that you'd ask this now. Yes, it was just implemented in the last beta update.

  • Oh, brilliant! I'm part of NAG - I'll be around the whole weekend, so I'll be sure to swing by. Good to see a local institute showing some love for C2.

  • I hope nobody thinks I'm being a dick by pointing this out, but I can't help but feel that Ludei's recent return to action + blog post comes as too little too late: an entirely reactive response that speaks of scrambling rather than genuinely giving a damn about this community. You need only look at ludei's forum posting history to get a sense of the real issues (try comparing it to IntelRobert's or some of the other Intel team members). I've moved forward with XDK, and I'm very impressed by how far it's come since I last needed something mobile. CocoonJS was the best option that many of us had, but then they dropped the ball: no updates, vague responses to important questions, broken plugin, that open source thing that we all got so excited about.

    I was a firm supporter of CJS but only because they were the best option at a stage. I hope then that they manage to catch up and surpass the competition, but only because I want to see the final packaging and distribution parts of Construct simplified. For now, I'll hold off on returning to CJS until they actually do the things we've been asking about for ages. As always, actions speak far louder than words. Not to downplay the improvements that CJS has made over time, but there's still a long way to go. I do hope that we'll get there.

  • Awesome! I hope you all will be coming to rAge next month. We've got a whole bunch of local devs showing their games.

  • Great start. Tested it on my Galaxy S3 in Chrome and it was super smooth. Nice atmosphere, good platformer dynamics so far.

    A few suggestions and thoughts:

    • While crawling, I can't go down a ladder unless I stand up first. This is difficult to work with if I'm trying to avoid getting shot by the skull traps.
    • The spike trap seems a little unfair in that it acts as both a passive (kills when you walk into it) and an active (pokes up to kill you) trap. Perhaps introduce it to the player as one or the other at first, then expand from there.
    • It's refreshing to have an action platfromer with a single life, but make sure that the game seems fair as you design more levels.
    • I feel that the action buttons on the right should either be bigger or be moved further to the right. I found my right thumb wondering off them too often. On that note, the jump button icon doesn't represent jumping visually.
    • I feel that some of the animations need work. Especially I'd suggest the the gun be held a little closer to the body whole moving (look at Blackthorn for an idea of what I mean), and try to create more bounce and lifelike movement with the crawling animation: the upper body is too rigid.

    But seriously, a very solid start. I look forward to seeing more from this game!

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  • I'm not sure there's anything that can be done about this. Some effects are designed to change based on their position on the screen, and some aren't. For example, if you remove the lens effect on your waterfall, it doesn't do that disappearing thing.

    I guess you might be able to remove these functions from the effects by duplicating and manually editing their fx file, but you'd have to know what you're doing.

  • Totally doable. Not too difficult for mid-level users. Just a few somewhat tricky things you need to wrap your head around, mostly to do with array manipulation. There are plenty of threads and/or tutorials covering all of the requirements you've mentioned.

    Good luck with your project, and be sure to post your progress!