retrodude's Forum Posts

  • PixelRebirth

    OH GEEZ, how ignorant can I be...

    Thanks for pointing it out again. Your method works, I feel dumb for not rereading your post..

    " You can do all this simply with the execute javascript action of the browser object. You'll just put "fgl.showAd();" or "fgl.showMoreGames();".   "

    I guess the plugin really is not needed. Thanks for sharing, I appreciate it <img src="smileys/smiley20.gif" border="0" align="middle" />

    I guess the next thing to do, would be to see if our games get accepted by fgl.

  • Also it might not be such a good idea to send your direct html5 export to fgl. I'm not claiming that they steal or anything but I think it might be best to have your scripts obfuscated so sponsors or companies would have a harder time to steal and edit the game. Since minify doesn't work I guess i'll have to manually edit my scripts so they look like a bunch of jargon. Unless someone can fix the minifying issue with the fgl plugin.

    Any takers?

  • PixelRebirth

    But wouldn't you just be linking the player to this URL if not edited?

    "http://moregames.differencegames.com"

    But then again I guess FGL would decline the game if we did edit the file.

  • paala

    mammoth

    PixelRebirth

    Paala's plugin works when you don't minify when exporting. Anyone know how to make the plugin work when you export and minify your project?

    Also for the "more games" option you'll have to edit the link on the fgl.js file to change the url into your URL otherwise you'll link to some useless annonymous site. But once again the showAd is the only thing you really need.

  • Nevermind ignore what I wrote. I guess I'll try it out.

  • PixelRebirth

    Does the showads only work when you don't minify the script? It might be a bit hard to read the js file when you minify and edit it. I thought you guys were aiming to make a plugin so people could export and minify there script after placing there ads through C2?

  • I'm glad you guys are working hard at this, it will definitely help the community, keep at it!

    Just out of curiosity have you guys had any luck getting your games accepted into fgl using paala example?

  • Canada GDP

    I actually find this entertaining. It definitely needs art though but besides that its a great narrative that allows you to grasp how its like to be an intern. Nice job with the dialogue, especially the keyboard part of the story, which I found rather unique. Keep at it mate

    Just wondering,

    is this based on your personal experience?

  • sqiddster

    Oh alright <img src="smileys/smiley17.gif" border="0" align="middle" />

    I think the point of scaling is to take whatever game window size you have and just scale it up to the browser window size, so even if we could change the game window it would still scale up to fit the browser window using the extra space provided in the layout as a filler. I guess when we scale down using the set canvas and layout size actions when scaling is off, something has to be used as filler to cover the areas appearing outside the layout. And that would be the colour of the layout we assign in the C2 editor.

    We would probably need a new form of scaling for this. Maybe something like Adjustable Scale, where you can choose your resolution, and then the layout and canvas size would scale to those values leaving black spaces as the filler.

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  • sqiddster

    Oh I see what you mean now. As of right now I don't think its possible to directly change the game window size with scaling on. You can however change the game window size when scaling is set to "off" by using both layer scale and set canvas size. For some reason layout scaling doesn't seem to work the way I thought it did.

    Here's a capx to show you what I mean:

    Press "a" to scale down by half

    dropbox.com/s/wj3fvhfysetjyu3/scaling.capx

  • sqiddster

    I might have misunderstood the question but doesn't the "set canvas size" action already do what you want?

    As in

    Event-->On start of Layout

    Action-->Set canvas size to WindowWidth x WindowHeight

    I believe this takes your current window size and sets the canvas size to the window size.

    You could take the WindowWidth and WindowHeight and adjust it by subtracting by some value or divide by some value to scale down its resolution.

    You could maybe also switch out the value of WindowWidth with viewportRight("layer"), and WindowHeight with viewportBottom("layer") to get the devices viewport on the browser then adjust the canvas to the viewport.

    Do you think that might be what your looking for?

  • I was wondering if it would be possible for the developers of Scirra (Tom and Ashley?) to add a snapshot button on the debugger. Maybe a hot key that snapshots the current state and prints out a log. Using print screen or pause is kind of a problem as it doesn't capture the whole menu and leaves things out.

    If your unsure what I mean, here's a link to Unity's debugger called "profiler":

    docs.unity3d.com/Documentation/Manual/ProfilerMemory.html

    Here's what they wrote:

    "Detailed View"

    "The Detailed View, will let you take a snapshot of the current state. Use the "Take Sample" button to capture detailed memory usage. Obtaining this data takes some time, so the Detailed View should not be expected to give you real-time details."

    Think it's possible to add it to the list of things to-do?

  • Windwalker

    Hey mate, thanks for the supportive comment. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Unfortunately that's not the soundtrack I will be using due to copyright issues but I have a fairly good one orchestrated by Alexander Rybakov. It should engage some people. But yea I appreciate the feedback!

    Also the game your thinking about, is it perhaps megaman zero? Jet Hero is inspired by megaman games but its an endless runner instead of a full adventure.

  • firebelly

    Very nice mate <img src="smileys/smiley2.gif" border="0" align="middle" />

  • RandomFellow

    That's one beautiful piece of moving machinery you have there. I'm digging the movement and ground effects of your game. Keep us posted on your progress. I tried making a mech game but realized I didn't have the artistic talent so I eventually gave up on it. lol

    Maybe in the future I'll get an artist.

    Your artwork leaves me speechless, that's all I have to say.

    firebelly

    I remember you posting information about this project before, it seems like your project is going well. I'm really digging the scan effect, are you using webgl effects to simulate it?