MPPlantOfficial's Forum Posts

  • Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

    I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

    What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?

  • Marketing is everything. EVERYTHING.

    That's why endless, runners, swipers, slingshots, jumpers, humpers are still the hot sh*t.

    Just when you thought the Match 3 market has been CLOSED by Candy Crunch, new ones with different themes still seem to be sought after.

  • >

    > > If the file is big, check your graphics, transparencies and FX, maybe there is something that is eating up a lot of space?

    > >

    >

    > you mean during the intelXDK process?

    > Thx anyway for reply hehe.

    >

    Don't waste your time. The XDK / Crosswalk process adds 18+ mb to even the smallest of games. A stripped down version of chrome is used so that our apps run on devices.

    I have apps written in code that are compiled at less than 1mb using Eclipse, that same app in XDK / Crosswalk is 20mb.

    It is what it is

    Please tell me more about this "Eclipse" compiler.

    Today I just built an APK using XDK from a 3mb sized folder, the APK size was 25mb and a whopping 75+ mb when installed.

    So I built another prototype game with a 207 kb cordova folder and the output APK was 20 mb. HOLY SH***....

  • Looks to me like you should assign a Variable for the timer. For example TIME_DESTROY

    On any Touch start && | Set TIME_DESTROY to 2

    is touching SPRITE

    Every tick | Subtract 1*dt from TIME_DESTROY

    TIME_DESTROY = 0 | Set GAME_OVER to 1

    Also, you should select frames like: choose(0,1,2,3,4) remember that the first frame is always 0.

    random(0, 5) will at one point be greater than 4.5 which if rounded up will garner 5. I don't know what frame will show if that case; possibly frame 0 or frame 4.

  • That guy Backendfreak you save your images at 1.5x the size you want to use so that it doesn't look like shit when stretched.

    I save them at about 1.2 for memory saving and they seem to look ok.

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  • Looks to me like:

    SPRITE on Ghost_Effect = 1

    Every x seconds SPRITE spawn SPRITE

    SPRITE on Created

    && SPRITE Instance =/= 0 Set frame = Current frame, Disable Movement, Start Fade

    You could also create a separate Ghost Sprite so it'd spawn Ghosts instead of the same sprite if it's not too much extra memory

  • 24 hours, Yo!

    Bump! >; )

    EDIT: 24 h + 5 Minutes too late... : (((

  • Did the image origin move?

  • Hey guys. I've been trying trying to create a proper chain link from scratch since I'm having a hard time getting the PIN function to work the way I want to.

    So what I did was put the origin of a single link close to the front and used that for positioning as well as angles.

    Right now I have a hard time figuring out how to CONNECT THE TWO CHAINLINKS.

    I also want to know how to CREATE MORE CHAINLINKS when both the balls are far enough from each other but I don't know where to begin.

    I hope you guys understand my problem. Thank you.

    CAPX: http://s000.tinyupload.com/?file_id=050 ... 9750723852

  • "----live without you?

    I want to know,

    How do I breathe without you?

    If you ever go..."

    In all seriousness though, you can't make them find paths EVERY TICK because they only start moving after the "ON PATH FOUND" event. Even with 6 sprites for me, simultaneously using the pathfinding behavior would cause slowdown.

    Also, it would take a good amount of memory to implement it with 100 soldiers. Line of sight might be a better option for what you're trying to do. Try it with 20 soldiers first and see how it goes.

    Create a text and use this:

    "fps: "&fps&newline&"Cpu: "&cpuutilisation&newline&"Mem: "&ImageMemoryUsage

    line to track your memory and slowdowns. If it's too much slowdown, you may want to implement a more stupid ai first

  • You can do all that but if you really want to do it in private:

    1. Export and Build the game using the Intel XDK Method (You'll find many tutorials)

    2. Bluetooth the build on your phone.

    3. Go to a dark room and lock the door

    4. Test your game

  • Seems possible but based on experience, two friends playing on the same keyboard (We tried it back in High School and played Turtles in Time on an emulator) can be pretty difficult as you can imagine.

    You'll want customize-able controls, a separate implementation for your capx.

    I suggest you pop out an emulator and play GOOF TROOP for SNES. Try to play two player mode by yourself first using WASD and UDLR keys for controls then decide what the action buttons should be.

  • I'm sure the action only happens to the one that intersects with the player however just to be sure you can include a

    Player X is overlapping Object

    statement and might as well include other actions in there like the object's animations, other properties...

  • Hey plinkie, this is the most perfect Superhero game ever made: http://static1.gamespot.com/uploads/sca ... _force.jpg

    It's by the creator's of Bioshock.

    It uses an engine similar to the infinity back in the 90s with ACTIVE battle + Pause function. This allows for micro management.

    If you ask me, that's the best way to implement a superhero game instead of turn-based.

  • Hey Baionera, C2 has a group function that enables you to group pieces of code into several components which you can label yourself.

    Or you could make a code that's super messy but still play well. For example, check out the game in my siggy. Being my first game when I barely knew how to use C2, the code is an absolute mess however I'd say it still plays well; well maybe not well but it plays the way it's supposed to.