MrGoatsnake's Forum Posts

  • DetteMan, I am working with something like this in my autorunner game. I have thought out several ways to do this, and this is what we went with.

    For each spawnable item, I store a spawn weight. Each time an item is about to be spawned, a random number score is picked for each item between 0 and that item's spawn weight. The item with the highest randomly picked number score is the one that is spawned. Throughout the game, each level of my game raises or lowers the spawn weight of each item, effectively controlling the probability of the item winning a spawn choice. I store all the spawn weights, and the changes to spawn weight for each level in JSON and dictionaries.

    None of the spawning code has to change for each level, only the spawn weights. I can dynamically turn off an item by giving it a spawn weight of 0, or make an item more likely to spawn by giving it a higher weight than another item.

    You could also store for each level the number of enemies to generate and just keep a counter as they spawn to figure out when to move to the next level, and load the next set of weights and values from JSON.

  • https://www.scirra.com/tutorials/1048/p ... k-duration

    Yay! my tutorial helped someone! I wrote that tutorial and it seemed like it was one or two releases later they added those features.

  • https://www.scirra.com/manual/115/sprite

    look at sprite actions as I said before, change the frame, change the animation. or you can use the built in mirror if you want to change the direction horizontally

  • create four animations each with 1 frame each for L,R,D,U

    On left -> set animation to left animation

    On Right -> set animation to right animation

    ..

    ..

    OR

    create one animation with 4 frames one for L,R,D,U

    On left -> set frame to left frame

    On Right -> set frame to right frame

    ..

    ..

  • Export your game and use the Intel XDK. You upload your game, then you can open it fullscreen with their App Preview app for both iOS and Android. A little slower than an instant preview, but it will be fullscreen.

  • Sprite actions -> Set animation

    Just point it to your new animation, if all your images are in the same animations then

    Sprite actions -> Set frame

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  • Thanks for all the watchers last night! We will be broadcasting another development session soon (maybe even tonight ) I'll bump this post when we do.

    If anyone is interested in signing up for the alpha test you can sign up on

    All we need is your email to add you to the Google Group for access in the Play Store.

    Thanks!

  • I have been working on a game, Turbo Grunt Munch, for the past couple months. Tomorrow I am going to release the alpha version to a group of testers, so tonight I am making some final tweaks and testing what I have. It is still very early, but I am proud of what we have so far!

    I am going to broadcast this development session on Twitch if anyone is interested in watching.

    http://www.twitch.tv/mrgoatsnake

  • I am making a menu app for a restaurant. One day I might finish it

  • constantart I have no problems exporting to Android given the tutorial zenox98 posted. Make sure all your permissions are correct. also, if the build is failing, what does the build log say is the problem?

  • this is great. thanks.

  • Txori Awesome, I would love to read the post-mortem. Luckily I won't be syncing the music.

  • Lunarovich I found that using a distributed VCS like Git (I was using Mercurial), the repository files were getting huge. This was wasn't the game itself, it was still under ~50mb, but it was the repo history. My guess is that because it can't merge binary files that it was storing multiple versions of binary assets causing it to ballon over time as I changed out sounds and graphics.

    Eventually I switched to Dropbox/Drive because my push requests to Bitbucket (which I would recommend over Github for private projects with small teams) were taking forever. If you want a Bitbucket invite I can send you one. You can use your Github account with Bitbucket as well.

  • Txori Nice game! I am currently working on a game with a band too.

  • Ldk As Ashley beat me to it, its based on Chromium. I have Chrome open right now and with one tab open there are three separate processes.