PhoenixNightly's Forum Posts

  • Great work!! +1 on the ducking.

  • Great work

  • Wow this look FANTASTIC!! The style is so 70's I want to say for some reason. Great developer studio intro . I am using Chrome and it ran smoothly for me.

    I tested in IE 11 for you and the most I got was a quick glimpse of the load icon then it went black. I waited 2 min it didn't load at all .

  • This handy app should help you. If you have font that you can use for commercial use you just pull it into this and it output it as a image that you can load into your spritefont. And give the necessary information to punch in.

  • That is the best way. if layout 1 is the street with his house and he goes to door he enters and goes to layout 2 which is his house. He go back out his house he should return to layout 1 with his house on the street. No reason to waste space creating the exact same thing on another layout. And hopefully somewhere down the line you give you layouts meaningful names cause as you game grow unnamed layouts will become confusing.

  • Well I am not new new to C2 but I finally decided to get a license and dedicate time to learn. I have GM Pro and Fusion 2.5 I like GM cause I can switch to coding when I want to but when I look at the price tag of exporting to different formats I just can't bring myself to justify paying 500+ more for a 2D engine when the 3D engine that I have exports to all platforms and cost way less. My 3D engine is great but its great for what it is 3D, it takes more work to make it work for 2D even though I have done it in the past. I just got tired of doing it that way. So I wanted to have my 3D engine for 3D games and then my 2D engine for 2D games. The only thing was that my 3D engine spoiled me because when it exported for different platforms I didn't have anything extra to do except sign my package. But I eyed and eyed C2 and eventually said what the heck.

    I made a small pinball game and I was expecting the FPS to be terrible on the mobile but it ran at 50+ and thats with the physics on. And I had no issues with music. So I will keep playing and see what Team Scirra has for me in the future.

  • jayderyu

    Thank you for clearing that up cause when I read the manual this line made me think that the app would create something where it was hosted and keep it there for later usage

    'Storage per domain

    The WebStorage object associates all stored data with the current domain. For example, all games running on scirra.com share the same data, but games running on facebook.com use a different set of data and cannot access any data saved from scirra.com.'

    So I though as long as they was going to one place to play the game the score would be universal. WebStorage uses cookies that explains it way better. I have been trying to figure out what is the usage of the 'Dictionary' for.

  • I see. Thank you both newt and Keyo. I will have to find other means of doing this at a later time. Was just a test project to get myself familiar with C2 since I am new.

  • Ah OK is there a way to store score to make it universal through browsers??

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  • Ok I have a question about the webstorage so I can better understand. I created the 'highscore' and 'name' key that is used on the website. Here is the scenario-

    I load up the game in firefox and made the new hi score and its stored. When I don't beat the hi-score it shows me what the current high score is and the person name. Fine right...well load up the same app in IE and played my score was lower than the high score I got in firefox but the application in IE says that it was the new hiscore. So I go back to firefox and I purposely lose as to not to beat any of the scores, it shows what the current high score is what I first made in firefox and not the IE score which was lower . But go over to IE do the same it shows the score that I got in IE not the firefox score which is the highest of the two. Does the webstorage create different file for each browser??

  • Also there is a app by blackhornet that helps you take font you are permitted to use for commercial use and change to bitmap here--

    .

    I can't speak for mobile performance but for my tester project When using the TextObject I did have issues in Firefox and Chrome where they didn't appear at first. The layout had to be restarted for it to show. :/ But no problems with it in IE.

  • From what I read in the forums 'Text' option shouldn't be used for games. Sprite Font should be used instead.

  • Lately a lot of studios that do assets for their games use Vector based software. I used to use Inkscape but have been using Microsoft Expression Design. If you scanned your drawing in and it has clean lines Inkscape and Microsoft Expression Design have a option to vectorize it. For animation you can use Anime Studio.

    But it goes by what style your looking to create also. One project that I am still laying out the design doc for I wanted more of the painted look so am using Krita for making the content and Anime Studio for the animation. For anime studio the best way is to split the drawing up for bone animation.

    This is one of my test animation. The boning has to be fixed in certain areas but I like Anime Studio. I was testing the best approach so I used gimp to split the image up. I drew the arms seperately separated the legs from the body etc.

    But everything comes with continuous practice

  • Did a little more testing of the Physic engine to see the results.

    It Appears==

    Internet Explorer version 11- All Physics Engine run fine on it

    Google Chrome version 33.0.1750.117 m--Box2Dasm.js and CocoonJS ran perfectly fine

    But for Firefox Mozilla 27.0.1- Only CocoonJS native made it run 'decent'.

    It would be nice for the SYSTEM to have a browser option that returns what browser is running so that we can set what physics engine to use.

    But it appears when making it for the android mobile and testing through CocoonJS it didn't affect performance on my phone so that is good.

    **UPDATE**

    The funny thing is I tested each browser with html5test website and IE Has the lowest HTML5 compatibility score!! :/

    IE 365 out of 555

    Chrome 503 out of 555

    Firefox 448 out of 555

  • Hello again!!

    While testing what I am making I was wondering if it is normal to see extreme differences of a app in different browsers? (Mind you I am use to minor differences) Surprisingly IE runs the best with 'MY' HTML project and physics I see so far. In Chrome and Firefox the physics is slow choppy and text acts funky. Like my small project depends on physics...a ball bouncing around. Its smooth like butter in IE when the ball goes off screen it shows the 'gameover' and 'restart' option. The other items work when I click on them.

    NOW

    Firefox and Chrome...they don't want to go along with the program. The first go around nothing is responsive so the ball falls off screen. But wait the 'gameover' and 'restart' is no where to be found. So I guess-timate where the restart should be click and it starts over. Now going through the second go around everything is responding and this time the ball goes of screen the text shows up. Right now what I am making I am not worried about desktop website deployment 'right now' I am focus on the mobile.Should these test results be a concern when planning to use CocoonJS?

    **Also I did play with changing the physic options same results.