Gillis's Forum Posts

  • Great tut Arima. Faved

  • Kudos for digging to find the answer. You have the right mindset. It is good to learn 'For each' I wont say since others have covered it but the good news is that for each is a universal programming concept that you can read about in lots of books too or even watch on youtube. The basic concept is that you are iterating through a group of similar objects to 'do something to' or 'glean something from' them all. Perhaps increment a local variable, test their X position etc.

  • This is an interesting discussion. It really should come down to your target platform. If you only want mobile then try to spec a format that works well in that resolution. Somewhere floating around this forum someone posted an infographic on native resolutions for all major cell phones. Drat.. I cant seem to find it. Interestingly I started working on my game assests so long ago that 800x600 was my target resolution.... no one uses that anymore. Try to factor in the future too @ Are you going to be using a grid / tile-set design? If so you might want to ensure the tile size is divisible by the resolution to a whole number. Some topdown shooters use a longer Y axis than X axis if I remember right.

    Sorry I'm not much help but maybe there are some good ideas to get you thinking.

  • Thanks Eyez. I completely agree with that.

    Your game looks fun!

    I like the idea of a free web edition that runs in a limited fixed resolution to help build an audience and a full screen paid edition. Ads in my book would be off the canvas or maybe visible in a full screen browser game... It is true that some people just don't lke ads and will not tolerate them no matter what.

    Happy creating guys.

  • I think ads on a website are acceptable (off the canvas) as long as they are not everywhere To have a single adChoice or amazon type strip banner docked on the top right seems acceptable. I will even click on them if I like the website and then quickly back out. target _blank is a must for canvas games anyways.

    Dan

  • Have you guys had good response from indiegamestand?

  • Thanks all. I have had an amazing outpouring of support so far.

    -Dan

  • Thanks all! Video up!

  • Thanks guys!

    OddConfection Thanks for the excellent advice.

  • It is finally done! Made completely with C2! I would be thankful for any votes!

    http://steamcommunity.com/sharedfiles/filedetails/?id=287685286

    -Dan

  • You can easily do collisions with particles like this...

    Enjoy

  • I had this same problem when using the save \ load features. Objects would exist but would disappear after a load and just act strange. Can you attribute the disappearances with occurring after a "load" Switching to Webstorage fixed it for me.

    I didn't do a bug report either due to project size.

    Good luck.

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  • My game is quite large and I found that using save/load worked well and was super easy but after a load sometimes objects would disappear randomly and I have a feeling that somehow items were left as artifact UIDs... I don't know. I switched to a webstorage save system where I save only the arrays and variables that I need to save and things work much better. I just like having the control of what you are saving... Having said all of that, I think the save\load is such an amazing feature. It can work for a quick solution. (Why haven't I submitted a bug?... I use addons and I have an excellent workarround) For saving things like bindable keyboard key values Webstorage is a great choice too.

  • nevermind guys. The last time I tried audio without preload was version 70 It is working much better now without preload

  • Does anyone have a copy of this? The link is dead.