thehen's Forum Posts

  • I did some tests with this a while back and immobile physics seem to impact frame-rate as much as a non-physics object.

    Have you tried CocoonJS, it's much better performance than Phonegap.

  • Joannesalfa there is an emulator that is included with Visual Studio for Windows Phone. It won't be a good indicator of performance however and things like multi-touch or accelerometer won't be reproducible.

  • PM me the exported Windows Phone build and I'll take a look. Thanks :)

  • olivete definitely check out Spriter http://www.scirra.com/forum/spriter-c2-plugin-update-update-on-3-29-13_topic59694.html. It lets you have a single animation and to swap out sprites easily (so you could swap out different helmets, armor, swords etc).

    Then, as Ashley said, you can probably just have a load of small sprites for the weapons.

  • fassFlash what?

    Kurosaki Make sure the head and body are separate objects then look into the pin behaviour for attaching the head to the claw.

  • poops out the bullets

    :D

    Just change the angle to that of the cannon. E.g. Set angle -> canon.angle

  • olivete if such a scenario is actually necessary (500 swords!?) I'd recommend using Spriter for the animations and loading the sword image from a URL.

  • Yes, using Node-webkit.

  • Whiteclaws simply add the object multiple times.

    Hi Yann thanks for the plugin. I've got a cool idea for a game with this plugin, but I'm stumped at some of the vertex math and was hoping you could help.

    My .Capx attempt

    Essentially I want to leave a a polygonal trail behind the character. My problem is the way the vertices need to be ordered to close the shape correctly.

  • We've hired an artist for a new project at $70p/h. The artist has a very specific style and has loads of experience in the advertising industry, so that's as high as I would go.

    It sounds like the artist is going to be pretty integral to the game though, so to get her invested in the project I'd recommend a rev share as others have suggested.

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  • episuarez if such a scenario happened wouldn't you still have a local backup?

    We use BitBucket with Git Extensions here at Mudvark and also have a local external hard drive with automated daily backups. Git has been integral to Mortar Melon's development - there's been a number of times where it's saved our lives.

  • Awesome man, congrats on the submission! I'll be at IndieCade so I've got my fingers crossed for you :D

  • This should be done using Open Graph image meta tags and I think it's assumed that users will be editing the outputted HTML themselves. I'd recommend adding it after the export then ensuring you don't overwrite the index.html file.

  • Looks like you need to update your device:

    �File not found� error when deploying to Windows Phone 8

  • Thanks Ashley for the detailed reply.

    10fps is an extreme example to illustrate the problem. A more realistic scenario is when framerate drops to about 20 with a complex level on ARM-based Windows 8 devices.

    What's strange is that it's not erratic physics behaviour, but more a cap on the maximum velocity. I can never get objects to 'teleport' on a low frame-rate because they can never go fast enough. At 10fps the maximum VelocityX I can get is 1000, even if I apply a million.

    Here's a video that should explain better. Each replay is a lower frame-rate (the first is 60, last is 10).

    [TUBE]http://youtu.be/dkP24bdIbJs[/TUBE]

    "I guess we could add a maximum time step for Physics, to be 1/30. So it's framerate independent down to 30 FPS, then slows down the motion beneath that."

    Can I edit the generated source to take a peek at how this affects things?