Pancholo's Forum Posts

  • I own the Note 3 in white (since that color somehow has the highest resale value), but I used to have the onyx/grey one, and they're both beautiful beasts of technology. I didn't care about its looks or its back since it will have a cover anyway. It's rather slim and feels much more compact than the Note 2, which is a nice plus. I test all my games in its default browser and within Chrome. I will recommend that beast phone to anybody looking for a phablet - it's the best! If you don't mind straying a bit away from Android, then consider the Nokia Lumia 1520 - it's such a big, beautiful phone, but you have to handle it first. You could also wait for the Galaxy S5 and the Sony Xperia Z2 (they're both 5+ inchers and are also water/dust-proof!). Personally, I will always desire a phone with removable back piece and/or SD card slot.

    If you are concerned about lower specs, then just get, additionally, a pre-paid phone or a Moto G (amazing little mid-ranger!). Again, if you don't mind moving away from Android, then pick up a Nokia Lumia 520/525 for pure dev purposes, unless you fall in love with it!

    Good luck! Make sure to handle them all first so falling in love with one becomes easier!

    EDIT: Make sure to check out the Nexus 5, too! Cheap high-end phone ftw.

  • LOL, that was awesome! I love your "twist." <img src="smileys/smiley2.gif" border="0" align="middle" />

  • ramones Thank you for that awesome example! It has certainly inspired me to do something radically different, but my infinite jumper game was finally fixed thanks to the choose() parameter (which I may have overseen before). However, I'm still not able to maintain the spawning of instances to be within the window/layout's width at all - not even by dealing with the viewport's sides individually like your example shows.

    I'm very grateful for the help, guys. I'll keep trying to figure this out and hopefully, soon enough, you'll see a nice little game surfacing out of this pool of frustration! <img src="smileys/smiley41.gif" border="0" align="middle" />

  • PlayerEmers I just checked the link out and I see an ad at the bottom of the game. What seemed weird is that it looked like there was ANOTHER ad playing right behind the one at the front.

  • Rozen Indeed. I had already used the random(a,b) expression like in the picture above, and it all works wonders except for doing what I want: spawn exactly +/- 32 or 64 pixels after the latest platform created. That's what keeps bugging me. <img src="smileys/smiley19.gif" border="0" align="middle" />

    Thank you for helping out, though! I may have to jump to your idea of setting variables with min/max and see what I can come up with after experimenting; perhaps saving specific coordinates to spawn on at all times instead of randomization with unnecessary results.

    PS: Only after studying it I would've never thought that a lot of creativity and imagination is required to be a good programmer! Things don't fix themselves - that's for sure.

  • Friendly bump. I still haven't found my way around spawning my platforms exactly 32 or 64 +/- pixels from the last one spawned. I checked tutorials regarding random terrain generation as that could give me a clue (maybe an X array is needed?) but still no-go. <img src="smileys/smiley24.gif" border="0" align="middle" />

    I really hope somebody could enlighten me!

  • Good evening, beautiful community!

    Here I have another issue that may have a simple fix, but it's just something that my head can't figure out at this time of the night! What I am developing is some sort of infinite jumper - YES, I used the built-in "Infinite Jumper" template as reference - but with my own twists.

    I want:

    • To limit the spawn of some 32x32 platforms to be WITHIN the window's width only. <font color=red>Current problem:</font> Everything spawns great on the Y axis (every 32px up), but on the X axis it sometimes ends up spawning continuously outside the viewport.
    • To make the platforms spawn on the X axis either by exactly +32/+64px, or -32/-64px of the previously spawned platform. <font color=red>Current problem:</font> The way I approached this was by saving the recently spawned platform's X in a variable (NewPlatformX) and telling the next one to spawn random() (like in below's pic). It works, but not the way I want - duh!

    <img src="http://i60.tinypic.com/211utyh.png" border="0" />

    Hope that covers my bases and that it turns out to be a relatively simple fix, but right now, like I said, the night isn't helping me.

    Thanks in advance!

  • This is awesome! I am glad this was done in C2!

    Good luck with your future projects!

  • http://thenextweb.com/google/2013/12/03/google-building-chrome-apps-support-android-ios-beta-release-coming-soon-january-2014/

    Does that mean that Google is basically working on their "official" wrapper for Chrome Apps that allows them to run on Android and iOS? Would C2 benefit from exporting a project as a Chrome App, then wrapping it with Google's upcoming toolkit for Android/iOS?

    This is exciting!

  • Sprite Lamp

    Maybe someone has seen that before? If not, enjoy and drool.

    EDIT:

    Just read the dev's update from yesterday since he passed the funding in like a day:

    ngine Integration: I've received lots of requests about this. Given that 'engine integration' in this context really just means 'getting a particular shader working' in most cases, this is very achievable - however, not all engines work the same way, and in some cases it might not be possible. So far, requests have been mostly along the lines of Starling, Construct 2, and Game Maker, and as far as I can tell, all these are possible.edited><editid>Pancholo</editid><editdate>2013-11-14 19:55:21</editdate></edited>

  • moxBorealis

    Ever played with or know what a Tamagotchi is? Easier yet, ever played The Sims? Well, I'm planning on developing something like that, but as a 2D platformer and with a specific theme. You would take care of your very own character, probably with hunting/farming to produce food, going out on adventures (in dungeons, caves, etc.) to get materials/collectables, and a lot more stuff to keep your guy happy, fed and healthy!

    You could say it's like the life of your RPG protagonist but when he's not doing any quests!

    Now, I ask: Why would you play a game like that?

  • Interesting discussions you guys got running at the moment.

    I come from the SNES era, and maybe some NES thanks to a childhood neighbor. I used to spend countless hours in:

    1. SMW

    2. R-Type - GOSH! Such amazing music!

    3. Zelda: A Link to the Past

    4. Jurassic Park - Who doesn't like top-down dinosaur-killing action, only bested by FPS dinosaur-killing action when you entered a building?! So many scares, too!

    5. Earthworm Jim!

    6. Donkey Kong

    7. Breath of Fire - An RPG gem that I hope to replicate in the near future.

    8. And other stuff I don't remember right now!

    But that's not enough! Do any of you remember the Sega Game Gear? Portable gaming goodness in full color and backlight! It only ate like 6-8 AA batteries at once! It had games like Sonic, PacMan and Shining Force: The Sword of Hajya II, which were my obssession back then.

    After that I had a lime GameBoy Color (what a beautiful thang) with various Pokemon games. Then came the PS, Nintendo 64, PS2, Gamecube, PS3, Wii, Xbox360, and finally, a WiiU. There have been many wonderful games, but the most memorable (and for good reason) are the earlier ones.

    Before this post turns into personal nostalgia madness, I would like to further study how platformers have covered a huuuuuge and varied array of genres, all crammed into a seemingly simple side-scrolling world. Since the type of game I'm currently developing will be a platformer, I want to introduce RPG elements along with fighting, resource-gathering, collection and (maybe) building in the best possible way. Problem is, it may or may not have an actual story to follow as I'm aiming for it to be some sort of simulator.

    Now I ask you, the players, how would YOU play the game I am describing? What would make it fun for you? What can be better (regarding what I posted) in terms of previous implementations you've already experienced in other games? I may have reached a mental roadblock with this game, but it's the one I'm passionately aiming to release by the year-end or the beginning of 2014. Details will be revealed if interest sprouts!

  • I loved the graphics and action demoed in the video. Good luck with this great game!

  • All I've seen from a lot of your posts are blatant attempts to bump you back to the front page. I mean, you figured something out and it's coming along swimmingly now.... No details on what was wrong or how you fixed it. Why don't you just start a blog?

    I believe any moderator would've taken care of him a looooooooong time ago if there was any issue. At least this guy stays motivated and humble no matter what the crowd throws at him.

    On-topic: I saw Apexicon on Steam Greenlight a few days ago and I had a slight flashback, quickly remembering that the name sounded familiar... and here it was! Best of luck to you, pal. I can see myself in your shoes in the near future!

    Now all I need to do is push ahead of the game development's version of "friend zone" - the concept zone. <img src="smileys/smiley17.gif" border="0" align="middle" />

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  • That's an interesting view.

    But I tend to see it less complicated:

    Linux - free

    Mac OS X/Unix - free

    Android - free

    Windows - not free

    Didn't Apple charge for the previous Mac updates? I remember the following updates of whatever version you were on to cost like $20-30 to upgrade, no? Maybe they followed Window's 8.1 steps, but I'm pretty darn sure they will charge for their next OS overhaul.