lennaert's Forum Posts

  • might fill in a question here:

    What is a low power device these days ?

    I recently got myself a new smartphone, I'm not too hot on the newest and latest and go for price/quality.

    2 years ago I got myself the galaxy gio, a little less then 1ghz, 512mb ... not even 100$

    2 months ago I got: LG5 something

    dualcore 1,2 ghz, 512mb ...... not even 100$

    Low quality cheap phones ....

    Not to be a nag, but to have phones like these perform badly for which you reqquire 30 fps, I suggest you take a look at your programming.

  • every event you place under the group will not start when its deactivated. I believe it will end certain loops.

    Also, i use multiple groupsiie, user controls, enemy spawn, layout start, menus.

    when applied correctly, you can disable lots of functionality when you are at a certain view ..

    At first I did lots of "when visible" things, but that takes lots of work and lots of places to update things when something needs changing.

    With the groups however, you can move stuff in lots of groups, and groups of sub groups. you can even stuff groups in loops as part of a while or for loop, and have parts of the loop as a conditional factor.

    Not only will it help in limiting user input or disbling game activity, it also forms your code in a nice overview :)

  • mepis

    I think I have it set up according to what you said to do but I do not understand this part...

    Add the extra condition, if IsPaused = 0 AND Every X Seconds

    I understand it I don't know how to implement it. I don't see this option anywhere.

    Thanks

    You could always tie those events below a group, and set that group deactivated when you press the help button. when you click button to go back, also activate given group. Thats what I do with all my spawn things lately :) clean and efficient.

  • Not my type of game, but the movement really annoyed me ...

    I think you used lerp or something to slowdown before having to move the other way. Admittingly the browser I tried is a little slow with the html5 games on occassion (firefox)

    In internet explorer the green thing doesnt show up or is below the visible view.

    And, the name is a bit misleading hahaha, I expected something totally different.

  • Hide a sprite below your background image.

    Use that as a touch-able element.

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  • Thats why I say outsource.

    If they outsource their latest stable, when the tile editor is deemed ready, ;) then outsource that 1 version to a company who has had experience in these kinds of projects.

    It will be done correctly in one go and they can aim to support that one version till a better solution may be provided.

    Having it outsourced by experienced mac os developers will reward itself greatly in costly time ... which I see scirra development team has their hands full with already.

    Others might see Construct 2 as a more potential development platform for Ios related material then for example ios's xcode ;) (ever tried that hehe)

    lots of potential, seriously worth it

  • your very welcome :D nudge me a link when you got something running (demo/live) and I'll give it another whirl ^_^

  • btw, I had to look it up and get the database from an old archive file, .. but your game reminds me a lot of something I made some years ago with lots of javascript and a php back end. Its a 4 player max multiplyer, real time stratgey ...

    battletac

    I should port it to construct 2 hehe :D

  • hi there :)

    I made some edits .. but;

    You might have to reevaluate what you tried up to now.

    As it looks, you only applied friction on the back wheel, and probably been looking at your running application, comparing effects with effects from your front wheel.

    Not sure if thats the case, but I did in first instance.

    It gives a total wrong picture of whats wrong/not working propperly.

    So I added friction to the front wheel too, because, as you move forward, pushed by the rear wheel, the front wheel drags itself in circles over the ground, by friction.

    Seeing as you are on top (bike > ground), I supose whats below deserves a bit more friction as it carries all the weight.

    I believe this results in a more propper mechanic.

    capx

  • Outsource the development of a Mac version.

    You will have 80% of the serious potential commercial clients /development teams/companies.

    Apple is one of the leading design platforms for modern media.

    Not having a Mac version of a software package like this is like demanding a small wallet.

    <img src="smileys/smiley3.gif" border="0" align="middle" />

    funny, I dont even like apple

  • ^_^ your welcome

    I recently applied the same technique for an exact same situation :D

    Eventually I even added more animations, and had my spawn point string set a value chosen random from a list of strings.

    set spawnpoint.textvariable = choose("animation1","animation2","animation3")

    you can add as many as you like :)

    Good luck

  • I tend to make some of my own mechanics here and there.

    but I can imagine the physics getting bungled up ... had some goes at that myself already, though, I quickly came to realise that on occassion I want more more functionality from something, and go out of my way making it work ... while there are other solutions (read easier)... lol

    anyway, might be worth posting a file or link.

  • do it in the same event as the spawn from Nth Location, the details should be available from both.

    ie

    event on something next action is triggered:

    action1: spawnpoint spawn spawnedthing

    action2: set spawnedthing.animation(spawnpoint.textstring)

  • You could trigger picking up the item if player is overlapping item.

    Or, if you have input key Z trigger, make it an or block and add event: on touched item.

  • You could overcome those irratic movement by only having actual movement applied when the wheel is on collision with the ground ;)

    As for fake friction:   wheel turning indicates (example calc) 100px movement. If you then move only 90% of that distance, it could equal 10% friction.