tgeorgemihai's Forum Posts

    A small advice for you: What happens in Nintendo remains in Nintendo

    You don't really have what to do except to try and make a similar effect/alternative that would work in directCanvas ... And for the speed, that platform should support a lot of sprites onscreen at once. If your game still is slow, try different workarounds...

    And yes, this bites since I use Mode 7 Effect in my game ... Maybe I could make something similar using R0J0hound's Paster/Canvas Plugin or Spriter ...

  • After playing a lot of mobile games I noticed something annoying: There is no easy way to save your progress or load it when you need it (when you change/rest your phone ... etc) .

    One possible solution would be a Cloud based Save Game System (I think is self-explanatory). I will present another solution that can be Cloud based, but also Local (in user's device, not dependent on internet connection).

    The problem is that the user don't know (don't have access) to game's save file, and iOS and WindowsPhone doesn't even have a File Manager. So what type of files can all devices store and show to the user ? Images and sounds/music are the most common.

    This idea is based on the PSP's Save System (really nice and easy) and Pode's FileReader Plugin

    As some of you may know, images and music files can contain additional information (Title, Author, Comments ... etc). We can use that to store SaveGame information (simple text like "l2p5" in the "Comments" section of the image could mean "level 2 and 5 player lives", but could also contain codified text to be harder to modify).

    Advantages:

    • The user will be able to manage his SaveGame information as he pleases
    • The user can see directly what the progress of the SaveGame is (the image should show information about it's saved content)
    • Is a MultiPlatform solution (the user can see the image/SaveGame's information on any device/OS)
    • Can be used as a Cloud Save (save and load it online ... since is an image )
    • Can be shared *

    Disadvantages:

    • Can't/Shouldn't be used for games that require IAP (for obvious reasons) *
    • The image/save will be present in Gallery (some users could dislike this)

    * Unless the save is coded to work only on the device that was made (the SaveGame information contains device's IMEI or stuff like that).

    I will try to implement this solution into my future games. Also I would like to hear opinions or suggestions about this idea

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  • Don't want to sound pessimist, but I don't see it happening soon (or at all). Even if it would be possible, we are talking about a commercial engine, so the APIs are copyrighted and stuff. If is just about 3D, there are a lot of other free/open source 3D WebGL workflows/engines that can be implemented.

  • Moto G should be very good for developing (QuadCore Cortex-A7, 1GB RAM, Adreno 305, Android 4.4.2). Great value for that price

    I would also recommend you to test your games on a tablet to see how they scale/look on a bigger display.

  • Please read again what you wrote and tell me if you understand your question ... because I don't

    Both are game engines, so I don't understand how you can make an Unreal Engine Plugin for Construct 2

    If you meant 3D implementation, Ashley doesn't have any plans for it in the near future. I've had a simpler suggestion a while ago:

    https://www.scirra.com/forum/suggestion-simple-3d-objects_t92497

    Also, Unity 5 will support WebGL export...

  • Read this tutorial: https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    Short version: Use Scale Outer or Scale Inner for resolution/aspect ratio and Anchor behavior for the HUD elements

  • An 2D array is like an excel document. It is like a rectangle of information. They can be modified easily with the "for each element" condition, for example. You can write a function and let this function store all the information you mentioned in the array.

    Thanks, but I know how Arrays work in C2, and it doesn't really help me ... I need a way to edit/store Arrays like an Excel document ... or load the data from an Excel document (or something similar) into an Array.

    I am talking about preset values for objects. Let's say that an object has max 10 points/dots, then I will have:

    object's name - 1 cell

    number of dots - 1 cell

    dot's coordinates - 20 cells

    sprite/animation's name - 1 cell

    sprite's size - 2 cells

    continuation - 1 cell

    I will need 26 cells only for an object. My game will have at least 30 different objects. That means the Array will be 2D and at least 26x30 (or 30x26), results 780 cells. I need a good way to organize my preset values.

    Yes, I will use Arrays in my game, but only to load 1 object at time.

    So the question remains: How can I store and load data into Arrays in most efficient way for my "Connect the Dots" game ?

  • For the 2nd question, I decided to go with 2 players since I will be able to customize better each behavior

    But what about my 1st question ?

    [quote:3nyx0piw]The same enemy can be found in different sizes.

    • If the player jumps on a small enemy, the player squeeze it (like Mario and goombas)
    • if the player jumps on a big enemy, the players remains/stays on top of it (the enemy is not killed).
  • Games

    Thanks, I've thought of Arrays, but will result in some big Arrays. Also I would like to be able to modify the file easily (like an Excel document)

    Any ideas ?

  • Nice demo

    Works good when using the same browser, but it doesn't work when playing in different browsers (Chrome and Firefox).

  • I am working at a "Connect the Dots" game. This is how the gameplay works. After the user completes a drawing, an object (sprite) appears, fades away and after that a new set of dots is loaded.

    What is the best/recommended method to store a list for the dots of more objects ?

    I will store the following information for each object:

    • object's name
    • number of dots
    • dot's coordinates (X,Y for each dot)
    • sprite/animation's name
    • sprite's size (width and height)
    • continuation ("no" if the drawing has only one layer /// "object_name" if the object has more layers (example: 1st layer to draw is the Sun and the 2nd layer is Sun's glasses))
  • To be honest I don't understand the question ... Unless your game becomes very popular, you don't need to worry about copyright. There are already thousands of copy games out there (also a lot of Mario clones that use Nintendo's sprites) ... Even so, "Flappy Bird" didn't receive any (official) copyright complain from Nintendo.

  • Aphrodite

    Thank you

    I can't believe I forgot about one of the basic functions

  • The "default" Scale Outer mode extends the window size (viewpoint size) only to left and down. Is it possible to use Scale Outer in all directions ("Uniform" Scale Outer) ?

    I am asking this because I need to show (pin/anchor) an object in middle of the screen regardless the aspect ratio. The catch is that the object also have to stay in the same place (same X,Y in Layout) regardless the aspect ratio (other elements will be created based of object's X,Y). As a workaround I've increased Layout's size, moved the object in the middle of Layout and added "ScroolTo" to that object, but I think that an Uniform Scale Outer would work better

  • Anyone ?