KrushBrother's Forum Posts

  • Out of about 5 or 6 forums that I regularly visit, this one is 1 of 2 that use restricted width, and I'm very glad that it does.

    The full width forums are a nightmare to read as they are stretched across the full wide-screen width of your monitor.

    I've even asked the other forums to change to a format like this, but to no avail.

    So here's hoping that the width isn't messed with.

    It's just more user-friendly as it is.

    Regarding images being posted that disappear off the side of the forum, it's possible to have some forums automatically resize the images to a specified maximum for viewing in the forum, and to have it clickable to open up full-size in a new page.

    As for Chat, I don't bother with chat on any forum.

    It's just not something that interests me.

    Krush.

  • Good to hear you're thinking of Construct 2.

    I can't think of much off-hand, although I'm sure there's a few little things.

    I'll post here when I think of them.

    One thing that does spring to mind is the ability to export to Android.

    Make it a plug-in, allow the same freedom of use commercially as you do Construct, and charge �20 for said plug-in.

    With that in place, I predict Construct 2 would be huge in no time, and you'd make yourselves a tidy sum of money.

    Krush.

  • I've been beta testing this for a while now, and I have to say that it's a great concept, but has a long way to go.

    It is web based, and works quite well once you get past the Java problem of running the blocks editor.

    It has a lot of short-comings, and I'm hoping that it's because it's an early beta.

    I'm still programming the Android version of my game directly in Java because the App Inventor is way off from being able to do it.

    App Inventor has great potential should Google choose to put the work into it.

    My fear is that it will not become as advanced as is needed for serious Indie development, and is aimed at anybody and everybody to create simple apps that will sustain the deployment of google ads via free games.

    I've asked Google for a roadmap for App Inventor, but I am yet to hear back.

    Krush.

  • Yeah, my current method seems to be fine with several instances on screen at once, so no problem.

    This morning I did something similar to what you mention with a horizontal moving platform.

    For some reason, adding both a Physics behaviour and a sine behaviour to the same object causes the sine behaviour to misbehave.

    With just the sine behaviour controlling the horizontal movement of the platform on it's own, it moves correctly.

    But with the physics behaviour added too, the sine behaviour causes the platform to not reach it's offset each turn, which means that it eventually edges it's way off screen and doesn't come back. ??

    I solved it by using the dummy with the sine behaviour for position, and the platform for the physics behaviour.

    Krush.

  • While the domain LifeHacker is unfortunate, and will obviously make some people flinch, the Android Emulator itself is fine.

    Just download it from Google instead of a 3rd party site, as well as all the instructions you need to get it going.

    You should be aware that the Android Emulator isn't perfect.

    I've been developing my Android game for several months now, and although the Emulator can give you an idea of how your app should look and work, a lot of time you need to upload to your Android phone to see it working properly.

    I should mention that for most of that time, I didn't have an Android phone, and had to rely solely on the emulator to test my game.

    It's also a lot slower and unless you have a touch-screen PC, you're going to lose much of the functionality, so it's not quite what the term "Emulator" suggests.

    All I'm saying is don't expect it to be an emulator in the MAME sense.

    Krush.

  • Yeah, regardless of how legit these people are, this kind of offer makes me wonder too.

    Besides, why would you want to do this.

    You can sell your game on Steam yourself easily, without having to include anyone else in the process.

    I'm pretty sure that Steam have some kind of quality assurance to what they accept anyway, so a 3rd party group of people selling your game for you on steam is no guarantee that it will get accepted.

    Go do it for yourselves, and if it only makes a couple of hundred quid, then at least it's all yours.

    Krush.

  • We had this discussion earlier in the year Ashley (or maybe it was last year).

    I think the general consensus was that it sounded dodgy, and that people should be careful.

    I can't find the thread (to be honest, I haven't looked that much ), but I don't think you deleted it, so it should still be on here somewhere.

    Be interesting to see if it's the same people as before.

    EDIT: Here you go:

    It looks like you deleted the link from the old thread, so I don't know if it's the same people or not.

    I have to say that the website for the current one doesn't fill me with confidence.

    Krush.

  • My current method seems to be ok.

    If you have a ball shape that bounces with gravity off various objects, you get a nice, realistic look to the movement of the ball, but the sprite itself rotates, which looks odd.

    Imagine a nice 3D Max rendered, shiny metal ball.

    The last thing you want is the ball rotating visually, because you lose the effect of the reflections.

    Ticking the No Rotation box keeps the ball looking like a ball bearing, but the movement of the ball is affected by a considerable amount.

    With shapes other than round balls, I can understand why it doesn't matter, but to keep round objects looking 3d, it would have been useful to keep the graphics separate from the physics rotation.

    No matter though.

    As I say, setting the angle to zero every tick seems to work without a performance hit.

    Krush.

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  • Wow, that's quite a bump.

    From the "new posts" page, it looked like Deadeye had posted!!!!

    I didn't think it was him.

    He's been gone a couple of months now.

    Krush.

  • Ok, just had a go at enabling the rotation so that I get the movement I require, and updating all the instances of the sprite with angle=0 every tick, and it seems to work fine.

    Maybe reading this will help people who have a similar problem.

    Maybe the Physics behaviour should have a tick-box for physics rotation and another one for sprite rotation.

    Krush.

  • Hi guys.

    I've got these round sprites that use the Physics plugin, all set up correctly to bounce as they should of various objects, and the result is exactly as I want it.

    The only problem is that I have the shading on the sprite so that the light-source appears to be coming from top-left, and if I tick the No Rotation box of the sprite, the sprites movement is completely different to how it is when No Rotation isn't ticked.

    I assumed that ticking the No Rotation box would not affect the Physics behaviour of the sprite, just the display of the sprite.

    I'm going to have a go right now at trying find a solution, but am I missing something?

    Is there a way to have the sprite act like it was rotating, but the image isn't rotating?

    Krush.

  • Shame you stopped working on your Android game.

    I'm working on both the PC version and the Android version, and with the PC version being a couple of months ahead of the Android version, I have all the graphics I need for the smaller version, even though they need resizing.

    I'm really enjoying the process, although I know that screen resolution on Android is a subject I'm going to have to take time out to read about thoroughly, and get it right.

    Thanks for the offer of help.

    If I hit a brick wall at any time, I'll be sure to yell.

    Cheers,

    Krush.

  • What ? Where?

    I expect a Mod has deleted the post he's referring to.

    Probably should have deleted the post talking about it too, to save confusion.

    Krush.

  • Hi Lu.

    Just wondering how you're going with the whole Android resolution thing.

    I'm not sure how far into your project you are, but I've now got a lot of work done on my Android project, and I'm about to tackle the problem of different resolutions on different phones (I know I should have factored this in from the start, but I was aware of it, and knew at what point I'd have to sort it out).

    I know that Android has provided plenty of scope for the developer to sort this out, but before I get into it, I was wondering what sort of approach you took.

    For instance, did you use the HVGA size as your base resolution, seeing as it's middle size screen and the middle density, and then create extra artwork and layouts for both the smaller and larger phones, or did you use a different method?

    Any advice very welcome, as it will probably save me considerable time.

    Cheers,

    Krush.

  • Use XAudio2: Set channel 2 position to 0 seconds directly before you play the channel.

    Krush