Halfgeek's Forum Posts

  • It doesn't look that way to me, just fancy death animations corresponding to the weapon type. The gibs are just heaps of physics objects.

    Could you do it? Yeah it just takes a very good animator.

  • > IntelRobert or anybody,

    >

    > When I press the back button on my Android phone when I am in my Crosswalk-built app, I don't get the standard "Exit -> Are you sure you want to exit? [YES or NO] window. Instead, the app just closes.

    >

    > Is there to add this exit window? I know with CocoonJS, you got this exit window by default.

    >

    good suggestion. I'm willing to add a default behavior. but I'm not sure all users are happy with that.

    IntelRobert

    I would be happy with that!!

    Having it ask on exit via back button is such a common feature in games that it seems so weird to have it missing... auto quit on touching back could lead to lots of frustrating mistakes for users while they are playing!

    Pause game, confirm exit, click yes to exit. No to resume would be the best.

  • Ashley

    I think people here are not referring to the lack of big games on PC, certainly there are already quite a few, Ubi, Airscape, Our Darker Purpose, and Penelope along with quite a few huge games currently in development.

    They are referring to the lack of big games on mobiles, and it is true. We have been severely limited by CocoonJS's lack of memory management for so long, anyone who embarked on a big game for mobiles is either a) naive or b) extremely brave. I fell into the category A. :p

    But luckily Crosswalk saved my bacon, and now I just eagerly await the Ad/IAP support and it's all good, no more excuses for my failures. But indeed, iOS remains a huge hurdle with our current options. CocoonJS is fine for smaller games, as we all agreed, but there seem to be no indication from Ludei of their willingness to fix memory management and 7 required permissions by default.

  • It's the gyro! I didn't use it and it was impossible. Now its fine, crazy hard but fine.

  • Nice visuals and ambience (A+), horrible gameplay mechanics. I gave up in frustration. Either I am bad at games or its too difficult??

  • Turret on Collision with Wall => set turret Self.Angle -1

    This would get it to not penetrate the wall, it will always move 1 angle away even if you move your mouse (if turret was aiming at mouse).

    If you need it both sides of the tank, then just add an extra instance variable of the wall, and add a condition to the collision check, If Wall = 0 (left) then set turret angle +1, and if its = 1 (right) then -1.

    Hopefully that helps.

  • He means we should respond more to other people's games, play it and give feedback. Fair enough, I try to play as much as possible, but too damn busy working on my own game most of the time.

  • iPhone 4 is the dominant phone on the market by far, and the iPhone 5 is quickly replacing it. My opinion is to always target the biggest segment of a market first.

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  • Just finished test on LG-F240L. I can see many things are improved. Now sounds are played out of speakers, not earpiece

    Music is now fixed. It works properly at least for my game. However, sound is not fixed(You know, there're 2 folders in C2 project, one is "Music" and the other is "Sound"). Sound still ignores volume setting in the event sheet, and just played so loudly. Also, it cannot be controlled by the volume button of the device.

    Tilt : OK. Touch : OK. Performance : OK.

    Wow. I'm really eager to see the advance of the Crosswalk... things like adMob, Google Play Services, etc.

    Is that using the Canary build option? I just updated my own game, prior, it had the same sound issue, music is fine but sounds cannot be volume controlled. But I just rebuilt it using the latest beta Canary and everything works!!

  • When I look at the play store, I see most popular games that could be made with C2 given enough manpower and talent, these are bigger games too. The only ones I see that I know cannot be made, are MMOs. Clash of the Clans is a glorified tower defense, but its winning formula is its MMO nature. As single player games of many genres go, you can make pretty damn fine ones with C2.

    Again bremen hit it on the spot, making a good game (already hard enough!) is just a small part in having a successful game.

    But there's plenty of room for improvement, especially in the exporting options. I'm just glad Intel XDK and the team at Crosswalk are so responsive.

  • Excellent stuff Kenney, I'm using some of your ship parts along with my own to make spaceships for my next game!

  • szymek It's not bullet-proof, never said it. I can only speak for myself, if you guys don't think its good enough then its your call. I think Crosswalk is good and improving quickly.

    Yes, iOS we're still stuck with CocoonJS and yes, its limited to smaller games.

  • The engine can't do it on mobiles because the exporters are lacking. Why do you want to argue semantics?

  • Love the way you made them move in formation!!

    How did you do it? :p Boids?

  • Me saying HTML5 isn't there yet is not equal to saying its defective. It can't do everything you want it to do. Neither would any game engine in fact. You work with what it can do.

    Why do I bother responding? I do it in the spirit of hope, that others too are inspired as I was, when I had bugs and poor performance, I blamed HTML5. Until I fixed it, it was my own sloppy implementation that led to the slowdowns and bugs. Sure, not all problems are due to your own doing and its due to the features which don't work when exported to mobiles. But every game engine has flaws or features you wish it could do. If there was a perfect game engine, we wouldn't be here and all would use it.

    Sorry if I am not being helpful for you.