smitchell's Forum Posts

  • Yann is correct, Facebook.score returns the facebook score of the user.

    You need to keep your score in a global variable and then publish that global variable. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • If you posted on the open topic forum offering content in exchange for a license, this is something I would have been happy to do also. But seems someone has offered it to you allready <img src="smileys/smiley1.gif" border="0" align="middle">. Good luck and enjoy C2.

    you should have a read on this blog post: http://www.scirra.com/blog/71/scirra-appmobi-and-spring-time-roadmap, it outlines the roadmap for the next few releases. Really interesting read if your into mobile development.

  • , TELLE was not insinuating that your thread was a bother, He was simply stating it's a tragic that so many users have unfortunately missed out on the early adopters period.

  • Bump. Us there at least a way to know what sprite had been spawned in the family?

  • Pode, Im trying to create a swipe gesture and just getting a massive headache, unfortunately I do not understand this plugin, I looked at your custom gesture capx but that did not help me. How would you detect a swipe gesture?

    Thanks.

  • Sounds like a job for Yann?

  • Hi Guys, quick question about polygon collisions.

    Some of you might have seen my train lying around the forums ;D. The shapes are pretty intricate so polygon collisions are a pain! So if i have just a black sprite and use that as a solid to form my collision polygon then that would be better right? instead of having more than 8 points.

    But then I need some advice, I'll manually create a polygon for all of the trains shapes, then when they spawn what should I do? should I make the shape into a family its self? Like Train_BoxCart, ect? then when the right part of the train is spawned spawn the correct family and put it on the position of each train. But then how do I know which sprite in the trains family is spawned?

    Here's the capx: capx

    Thanks.

  • Yann you should really write tutorials!

  • Ashley, you should implement a template system like Adobe Flash does.

    The template only adjusts the stages size for the user but it's quite a nice little feature.

    So you could have iphone, android, ipad ect.

    I know the supporting multiple screen sizes is the way you suggest to go, but when I make a game for different devices I change a few things, especially when it comes to interfacing on the iPad.

    But it's mainly to do with DPI, if im developing for the retina display I use a dpi of 326 for my graphics, for older devices 163. So supporting multiple screen sizes is not the smartest thing to do for mobile devices.

  • It all depends on what phones you wish to develop for.

    iphone 3gs - 320x480

    iphone 4, 4s - 640x960

    ipad, ipad2 - 1024x768.

  • larryparker, Thanks! I though this too. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Thanks for this! I was just about to implement a volume slider in my project <img src="smileys/smiley4.gif" border="0" align="middle" />. Great work!

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  • in the properties panel set default controlls to no.

    then in your event sheet add the event:

    Keyboard.KeyIsDown(W)

         ->Sprite.simulateControll(Left)

    etc for the other keys.

  • Yann thanks for this, but it really confused me. Can I see it in a example please? Thanks.

  • Thanks!!!!! I had a play with changing the speed, add a event to add 1 to speed, like on click or something, It holds up pretty well <img src="smileys/smiley4.gif" border="0" align="middle" /> hurts your eyes though.

    But thanks!