superkew's Forum Posts

  • Thanks :)

  • Hi,

    Thanks for reminding me. We had to turn off Canada and I think Australia.

    There are some tax laws preventing us from selling it there.

    But give it a try on rhinohero.clay.io

    If you use that url on ipad 2 and newer, if runs quite well in Safari too!

  • I haven't looked at the capx either. But I'd recommend a nested IF. It will use a few more resources, but could resolve your problem.

    Also, always specify the between. The reason for this is that when looking at angles, -1 = 359, -60 = 300, 2 = 362, etc...

    IF (some condition)

    • code

    ELSE IF (next condition)

    -code

       ELSE IF (next condition)

       - code

    By using this you will also know which condition is met, and can debug better. Because in all likelihood, two or more of your conditions are true.

    You can also do some smart algorithm when checking your angles, something like:

    IF angle < 0 THEN SET angle = angle + 360

    Then after ensuring that they are always between 0 and 360 apply your conditions.

  • Thanks MelVin!

    It took us many iterations to get him just right. At one stage he was green, and stood up like the hulk with short pants on.

  • Tom

    Is there some way you can add a strong notification about new private messages?

    I just went to check my inbox and found 6 new messages from this whole month, that I had no idea were there.

    I'd love it to just come up in the alerts.

  • Link to clay.io:

    rhinohero.clay.io

  • I have put the game onto clay.io hosting as well now!

    Works great on any desktop, and surprisingly is also playable in Safari on iPad 2 with iOS 6.

    Those are the only platforms I have tested on so far.

    Kastas - still looking at getting you a promo code :)

  • How is the viewport calculated? Or the "Stretch mode" setup?

    The reason I ask is that, when my game is in an iframe on clay.io it seems to fall off the bottom of the screen on the ipad in both chrome as safari.

    On the desktop browser it is fine.

  • Ashley,

    I know C2 has lots of awesome features, and I love them all. I was going to test the built in png compression to check load times.

    I was making a comment about a way to reduce the assets quantity on cocoonJS specifically to help reduce the load time on android. So possibly using 1024 x 1024 sprite sheets where possible - if possible. Not as a rule, but as an "advanced option".

  • It's free, can't complain :)

  • I'll try out the tinypng thing. But I think the slowness is caused by quantity of images and not size or quality.

    By reduce the splash screen, do you mean size, or time or something else?

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  • Have you watched the TV series called "Suits" I think they have 1-3 swear words per episode. Perfect.

  • Who ever has used cocoonJS to export to APK has realised that the game takes a lot longer to load when an APK, vs a zip in the launcher.

    As far as I know this has something to do with accessing the assets from androids internal database.

    Ash, is it possible to add a feature to C2 that will allow it to create larger sprite sheets (specifically for cocoonJS exports) for the purpose of decreasing the load time?

    I will try do a test of this, although I am not sure how to make it a fair comparison.

  • There is a known issue that the game takes very long to load when built to an APK.

    In the launcher it is nice and quick, but in APK it takes about 5-10 times longer to load. I emailed Ludei a few times about this, and the only thing the think might cause it is the way that android loads assets. They're looking into a solution, but for now there is nothing to do that can make it faster. I made a little intro video animation thing run on top of the loader layout in order to distract the user while the game loads in the background.

  • The issues I was having with Clay.io and DNS are related to the South African internet. So I have removed the comments from the initial post.