skelooth's Forum Posts

  • So, I've run into a situation.

    If you've ever played a kairosoft game you'll see they made their buttons more touch friendly by only activating on double tap, and highlighting on normal tap.

    I would like to do something very similar. I only want buttons to activate on a full tap event (this works) but I want them to highlight while being touched

    I would think that

    Is touching object (my sprite)

    would work, but it does not, that seems to only work with the compound condition:

    on any touch start

    is touching objecting (mysprite)

    The problem with this is it only snags the object you poke. I'd like to activate a hi-lite effect on everything in a family while a finger is being dragged around on it.

    The game also supports mouse, but it doesn't look like anything I'm doing with the mouse effects this particular issue as objects under the mouse are lit up regardless if it's a click or a hover.

  • Is there anyway you can put the full 40 dollar version on the scirra store?

    I don't mind buying it directly, but all of my resources are fractured between scirra, steam, etc. So if I can consolidate into an existing account that's best.

    Also, I'm impressed at the speed at which my thread summoned you B-)

  • I didn't see a stub in the scirra store sub forum.

    Does anyone have an opinion on this ebook? Is it still being kept current? And does it list publishers and stores for non game html5 software as well?

    Thanks!

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  • FYI my game has just developed a new stutter. Despite saying 120fps every once in a while it does this super stutter thing, and the only thing I'm doing is moving using 8 direction movement with some paralax (all other code is dormant and nothing else is different in the seconds before and after the stutter except a few biggish sprites (500px wide) on one of the paralax layers.

    Only happens when I export. :\ Hasn't happened in crosswalk, but html5 export definitely.

  • jquery (that comes installed with C2 games) supports the jsponp request type as well.

  • C2 is already the best engine ever. I own licenses to tons. This one, hands down, is my favorite And it already does have real multiplatform export. HTML5 isn't the future, it's the now.

  • What isn't working?

  • "I looked into that, but it would cause the game to run very slow."

    No, it would not.

    on ever .1 seconds {

    power input on ? power on : power off

    }

    Is barely a blip. Unless you have an absurd number of powerlines of course, but a few hundred of these calls isn't going to make a big difference.

  • http://developer.android.com/google/pla ... files.html

    There are instructions here for making and accessing expansion files but looks to be in Java. 50MB seems like an awfully small number. I've definitely downloaded things much bigger. So, curious to any replies.

  • I really like the graphics and the whole thing looks really well put together! I agree about the controls, kind of kludgy, especially for mobile. Not sure what geometrix attached but I'm a fan of virtual joysticks for movement on mobile.

    But yeah, graphics are sweet! Game play is good too! Would like to see more puzzle elements. Reminds me a bit of the adventures of Lolo

  • It's been a while since the last push, but now 1.0.0.7 is at

    http://surolace.com/play and I'll be uploading a new apk to http://surolace.com/play/surolace.apk very soon.

    This is a big update with a lot of back end code changes. Absolutely the key to developing in construct is storing and using UIDs. Combined with families and the way construct does picking there's not many situations that don't have a straight forward solution. It's just getting a handle on it all that takes some time <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    New in 1.0.0.7

    • New sounds for button presses
    • Mouse over effects for buttons (touch friendly)
    • touch friendly mouse over, buttons highlight but only activate on tap
    • pause button. Pause at anytime, you can still use dialogs, menus, and interact with the interface while game is paused
    • A big chunk of the sensors system has been done!

    -- click an enemy or enemy title to view the status of all rooms on their ship

    -- click it again to zoom back out, or hit the <- button next to their name

    Some of the next work will involve rewriting how turrets/guns are stored to match the better practices I've begun using recently. This sure is a lot of work, but it will be worth it when we find surolace <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Here is a gifv of the update

    http://i.imgur.com/lucZ5lJ.gifv

  • you can either use sprite fonts, or just draw multiple sets of text. I put a drop shadow by making two sets of text. The white number, and another black number underneat offset by 2 pixels.

  • If that happens and they are successful you can send proof to whatever app stores they are on, and most likely have them removed. If not you can send a cease and desist. If they are clearly making money off of your works and the other methods failed you can try to sue them.

  • *sounds of brain exploding and brain noodles hitting the wall*

    All I did was move the destroy call to the top and it fixed everything. Thank you!!! Sometimes when you look at something long enough it starts to stop making sense.

  • I've been at this one for a while. Any ideas how to fix this?

    Basically what looks like happens:

    If the mouse is going fast enough that it is not seen as off of one of the family objects during a tick, it behaves as if the mouse is somehow on top of all the objects. It reports the correct UIDs and behaves, in code, as if only one was selected.

    Best to show with an image:

    Here is my code...

    [attachment=0:37swrcra][/attachment:37swrcra]