rekjl's Forum Posts

  • Thanks Marius87! No, I'm afraid I only released it on Android. In all honesty, I never thought about releasing it as a web game.....maybe I should to try and get some exposure?

  • Thanks arcab072081! Haha I came up with the gameplay just last year, but I was still worried that this game concept might have already been conceived and developed. My testers all say they have not played a game like this, so to hear it from you too is very reassuring. Thank you again for taking the time! Much appreciated!

  • Hi guys, I just released my second game, Angle Shooter.

    It is a simple puzzle game where your aim is to destroy all the platforms and stars in each level. The bullet will ricochet off each platform depending on your angle of entry, and the angle of the platform. Currently there are 123 levels, I will add more later. Hahaha although all of my testers have yet to be able to reach level 90.

    The Promo Video for my game:

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    Like my previous game, I credited many of our forum contributors in my game credits section as I do appreciate all your help.....and the credits would looked horribly empty if I didn't add <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> If it looks like a game that might interest you, I would greatly appreciate your download and rating on Google Play.

    https://play.google.com/store/apps/deta ... gleShooter

    Thanks for taking the time to read this.

  • Also, I don't think this is the kind of thing that deserves a call for a moderator.

    Haha very true, but I am sure it is just a simple newbie mistake on his part. Don't worry, everyone here tries to help everyone out, not only the moderators

  • Without looking at your events, nobody will be able to help you. If you could share your capx or load a picture of your events, it will give everyone a clearer picture of what is going on.

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  • It's advisable that you use local storage because while web storage might still work now, it is a matter of time before it is obsolete and not supported anymore by the browsers. What results aren't you able to get with web storage?

  • Wow that's amazing! Haha not sure how long before it is actually possible to use it in any platform of games with full interaction and without lag.

  • They don't have to make it the default export option for mobile. It would be enough (and imho necessary) to just support it offically.

    It would be great if Scirra acknowledged that Cocoon is a great alternative now, especially considering how much it has improved over the years and Intel has sadly not, but I don't really understand what you mean by supporting it officially?

  • Wow that sounds so promising! I'm now concentrating on Android, but I would love to expand my knowledge and hopefully test one in facebook in the very near future. I've added you on Facebook.

  • > What keeps me away from using Cocoon.io is the lack of a loading screen, immediately after their splash screen. A completely black screen for several seconds gives the user the impression that the game has crashed and in my opinion it looks really bad. Until this get solved I will continue to use the IntelXDK path.

    >

    yes the delay with the black screen same here too

    That's weird, I tested a few of my games and I don't have that issue at all. It immediately goes to my splashscreen right after cocoon's. My game files and memory usage are all quite small, so could it be because of that?

    I don't think C2 will recommend CocoonIO as their default export option for one single reason, it's free version is limited. I think we can all imagine the headache of having to explain in their C2 sales pitch about it.

  • You will need to read the manual on these as they are very important to making any games. For your case, if you are running the actions right after the trigger, you won't need to use UID. For example, enemy on collision with bullet, any events directly under that event will be run only for that enemy because it knows which enemy you want effected. But if you put the actions on another event that has no way of selecting he enemy sprites, it will select every single one of them.

  • Anyway, CocoonIO is limited to only 2 free apps so you'd have to pay $14.90/month to get at least 10 projects on it, but I'm not sure if you can just erase old projects after you've exported them to .apk then upload new ones.

    Yup, that's the weird thing about it, you can do exactly that. I tested many of my previous built games to get an idea of the performance. I have yet to see any restrictions or limitations on that part. I guess the only issue might be convenience, where we can just upload a new zip file and have all our settings saved, but honestly that is something we can set in about 1 minute, so I think it should be an issue.

  • If you want to select an object that have many instances, you need to select it by UID or perform the action directly under the trigger that has the selection events (for example on collision and such). If not, every instances that fulfills the conditions in the events will be selected.

  • That the most effective method that I can think of is using arrays. Save the values for each weapon in an array slot, than when a new weapon is created, check to see if the slot for that weapon is empty, if not, load the value in it to the local variable.

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