Joannesalfa's Forum Posts

  • Uploading your game on website, you need to have some basic knowledge about FTP and Hosting account, also MIME like .appcache, .ogg, .m4a you can make a .htaccess file on directory where you upload game on folder.

    You can upload your games on dropbox for free.

  • I see what you're using blend effects and force texture on layer which uses firework particle. You did it wrong, there a solution, background doesn't require to force own texture, only it does to particle object with effect destination out and layer is NOT transparent and forced texture.

    There a fixed .capx

    http://dl.dropbox.com/u/76227787/ForcedTextureFireworks.capx

    Also remind force texture feature MAY consume the majority of CPU, there a workaround to save performance, you must create separated particles with different colour, make an sprite acts as spawner, it's invisible and generates 1 each firework with different colour, also create an global variable, its value is 0. System creates an spawner sprite on mouse position, spawn is on created, set variable value is "choose(1, 2, 3)".

    1 = blue

    2 = red

    3 = green

    Besides if global variable is 1, creates blue fireworks on spawner position, then spawner gets destroyed and set 0 to blue variable when it's done. I hope it helps you.

  • How I do them:

    Global "mode" - for stopping game controls and such during the cinema. All code for the gameplay is under a subevent of mode=action and cinemas as a subevent of mode=cinema.

    Global "scene" - name of the cinema.

    Global "step" - there for progress through the cinema.

    Example:

    mode=cinema

    scene=intro (this is supposed to be indented as a subevent of the above event, don't know why the forum's not letting it do that)

        step=0

          Hero.x is less than 100

            - set Hero.x to self.x+100*dt

          Hero.x is greater or equal to 100

            - set Hero.x to 100

            - set step to 1

        step=1

          trigger once

            - create text, set text to "Valliant heroic statement!"

          if mouse clicked

            - destroy text

            - sidekick: set variable 'mode' to "follow hero"

            - set step to 2

    Using this method you can also set individual objects to do their own behaviors that span multiple steps by giving them a similar variable setup as local variables, hence with setting the sidekick's mode variable. The behavior for that is written as subevents under the 'scene' variable near the top.

    Nice one, i would like to consider this method for my project.

    Thank you!

  • Hey all, i'm planning to make some cutscenes, but i would like to request an advice here before to create cutscenes.

    My idea is when a global variable sets a value by 1 for collision to an invisible sprite, the event creates some objects are used for cutscene, the actions are like wait to 1 seconds before to start bullet bevahior on following some directions per seconds. I imagine there will be a lot of events and actions for a cutscene...

    Do you have any best practices for cutscene?

  • Nice tutorial engine you made it on Kongregate!

  • Most iOS apps don't come exit game button. I?m not sure it may work when you add Browser plugin, there an action is Exit Browser.

  • Use Global option for this sprite it won't be reset, make sure to set the positions on start layout or another method like variables or dictionary to make the points of position as in and out.

  • Do you mean zoom in and zoom out? I'm not sure what you are refering about the camera.

  • I had no idea why this site is using utf-8 charset, i guess the files of this forum need to be converted from ANSI to UTF-8.

    Maybe they will fix this forum when they have time.

    Remind about Scirra, official forum is currently using english language, there some unofficial C2 forums like russians, french, etc. Also you can change English to Chinese language in C2.

    <img src="http://i.imgur.com/8N4L4.png" border="0" />

    Just click generate template, then open template with your favorite text editor and translate, also be aware about entities.

  • Yes, i noticed the differences between App Lab and XDK, when i used Test Anywhere on one of my games with my iPod Touch 4 and it shows black screen, i had no idea why.

    Also, i exported with directCanvas

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  • It makes me wonder they could to fix Tiled Background plugin for appMobi, sometimes it shows missing tiles, there a workaround is using sprites instead of tiled background

  • PhoneGap isn�t designed to build a HTML5 Videogame with decent performance

  • How is possible that? look at this youtube.com/watch

  • btw, i found a documentation, well i don't see an overall sample, i think we should to use HTML div plugin that we can generate modules to get work with API and edit HTML to connect roar.io server

    roarengine.com/webapi

  • I support this thread, i would to learn how to integrate roar.io... actually i quite don�t understand at all.