TheDom's Forum Posts

  • You might want to take a look at my new ebook, "The Big List of Game Publishers". I think you'll find most Devs are not going to share publishers in the public domain. Most forums that have threads discussing publishers are private forums. I'm also launching a private forum for subscribers to share info and experiences. I Believe it's the most comprehensive list of publishers anywhere, an ongoing project with constant updates.

    I am also a C2 Developer and blog about my experiences making and marketing HTML5 games at http://www.nakedgametalk.com. You can visit my site, and see my games and ebook here http://www.neoprofessor.com

  • I'm always experimenting with other options, but hands down, C2 is the best!

  • To improve performance you can include:

    Disable collisions for all objects.

    Create conditions for objects of families

    Collisions enabled >Is onscreen

    for objects requiring collision.

    This increase memory assuming your objects exist off screen.

  • Dude,

    Your link is incomplete....

  • I buy frequently from Graphics for Games... Great Stuff !

  • Fellow Indie's,

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    Many of you may or may not know my friend Emmy Jonesson "The Indie Game Girl"

    Indie Game Girl is a free marketing resource for indie game developers. This site exists to help indies overcome marketing challenges that keep so many quality games from becoming successful. See more at:

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    In addition your site will be listed on the The Indie Game Girl's website list with a reciprocal link.

    I've learned a lot from "The Indie game Girl" and hope you'll follow her and show support for

    Indie Game Developers and getting the badge on your site.

  • I never thought of that although I would use rotate behavior.

    There's 3rd party rotate behavior from REX plugins here :

    https://dl.dropboxusercontent.com/u/5779181/C2Repo/index.html

    I'm pretty sure it gives you better control, but don't quote me. I have it, but never used it.

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  • Here's what you do for simple solution. Use pin behavior to an INVISIBLE circle and pin on the VISIBLE circle and give rotate behavior too. Give it an image point (1) for your point A. You could also create a small invisible object and pin it to image point(1) and have it represent point A.

    When Sprite reaches point A, Pin it, activate rotation.

    Also, create an invisible object to represent point B.

    When Sprite is "on collision" or "on overlap" with point B. Kill rotate and un-pin sprite and add any other event you need.

    Much easier than radius calculations.

    Voila !

  • Hey Taurian,

    thanks for the tut.

    Always wanted to try out Ejecta for doing the iOs Export.

    Going to try it right now

    Do you have any experiences regarding audio, ajax and ads?

    Please post your experience Ejecta. I'm very curious about how that works out.

  • Thanks. I appreciate the sentiment. I may just post this capx with a short write up on the use of variables. Sounds like your on the right track and while some things get easier and faster as you go, you'll always being doing tedious things too. Good Luck and stay motivated...

  • No problem. Actually, I can see the dilemma you were in. I'm sure there's a better solution that the one I presented,

    it just hasn't come to me yet. I knew the use of the variables would help expand your thought process. I've found there is always a solution, you just need something to hit you on the head. Just something to remember; you can create variables that are strings, and use those to define states like falling, bouncing, rolling, etc. And write

    SYSTEM>COG_VARIABLE = FALLING > PLAY FALLING_SOUND and so on.....

    also you can use "trigger once while true" with collisions, you just have to make the "trigger once while true" a sub event of the "on collision" condition.

    I think I might expand on that capx a little and post tutorial about it.

    Anyway, good luck!

    http://www.neoprofessor.com

    http://www.nakedgametalk.com

  • Ok. Try this

    https://dl.dropboxusercontent.com/u/42168787/Rolling_Sound.capx

    It's simple solution. I used global variable. I use 1 for true AND 0 for false.

    if you object bounces a lot, give the system wait more time (0.5, 0.6, etc..)

    If your going to use multiple Cogs (rolling balls), you'll need to use an Instance Variable within the cog and use Boolean operator instead.

    If you think about it you can expand on this pretty easy.

  • I don't understand why you need a function. If the player can move between layouts, the sprites values remain the same. Like an RPG where the player moves between rooms. What ever set of conditions you use to change their variable, the variable remain the same, when returning to the layout. Make sure the sprites are set to global in the properties.

    However once the layout is changed, you'll be operating from a different event sheet. You can't effect the variables because they are not global. So use a single event sheet for both layouts.

    Make sure you "Groups" to nest your code in. This way you can disable or enable a group to avoid conflicts, depending which layout the Player is on.

    Hope that helps.

    http://www.neoprofessor.com

    http://www.nakedgametalk.com

  • BALL > on collision with FLOOR> play sound BOUNCE

    trigger on while true(Additional condition)

    set bounce sound for not looping

    sound plays on every bounce once

    Of course you need to provide a lot more Info when posting a question of this type.

    Are you using bullet behaviors, physics, animation when rolling? Is it on a flat surface or angle?

    Give details.

    Be descriptive.

    Your post sounds like you didn't try anything yet.

    http://www.neoprofessor.com

    http://www.nakedgametalk.com

  • Please post these under the tutorials section. Give each the appropriate title and write a short summery with the youtube videos embedded.

    http://www.neoprofessor.com

    http://www.nakedgametalk.com