thehen's Forum Posts

  • performance should be relatively similar

    General consensus is that ARM devices running Windows 8 RT are significantly slower.

    I'd recommend buying an RT device so that you can cater to the slowest devices. We then run Windows 8 on a desktop and use that for development.

  • FrodoBaggins I have it working in my plugin that I'll be releasing over the weekend.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Pode I too am interested in a working version of this plugin.

  • It's saying that if any of those OR statements are true, then it returns true. 1 is true, 0 is false. Hence the comparison.

  • You can use the logical OR operator.

    world_GoodLevels = 1 | world_GoodLevels = 2 | world_GoodLevels = 3 | world_GoodLevels = 4 | world_GoodLevels = 5 | world_GoodLevels = 6

    =

    1

  • Yep, see here: http://www.scirra.com/forum/topic61789.html

    Zomg in-game purchases and pubcenter. Okay, I'll add those to the list, they may come a little later though. I've actually built a much more advanced pubcenter plugin for Windows 8 but haven't had time to release it yet.

    Regarding fonts, I can confirm this plugin is a working alternative: http://www.scirra.com/forum/plugin-spritefont-28th-august-2012_topic45876.html

  • Hi EyeHawk, it's going well now. I've fallen behind schedule as handling audio has been a mission.

    So far I have:

    • Windows Phone App Detection
    • On back
    • On activated
    • On deactivated
    • Quit app
    • Show message box
    • Vibrate
    • Update flipped tile
    • Play WAV sound (necessary for overlapping audio)
    • Play WAV music (necessary for proper handling of user-playing music)

    Todo:

    • On return from tombstone
    • Looping sfx

    In preparation for the plugin I recommend you prepare WAV copies of your audio and create a PlaySound and PlayMusic function, which you use to control all audio. The Windows Phone plugin has to handle audio completely separately to the audio plugin, so this looks to be the best way to make it manageable.

    Also, webfonts do not work. Response from Microsoft engineers:

    Engineering response: This is a known issue, the only workaround we know is to host the fonts on a remote server (making sure to bypass the single origin policy issue) and perhaps use AppCache to keep the font files locally on the device.

    Also I'm taking any requests for additional functionality if you can think of anything.

  • I'm knee deep in developing a plugin at the moment. It should be ready this week.

  • We were pushed through the same day. Very fast.

  • Yeah this is as designed, as the character is considered a separator. So you'd normally use it like this:

    tokencount("apples+oranges+bananas", "+")

    This equals 3, as it's separated 3 bits of text. The way you're using isn't the intended use, but it should work fine.

  • Does this not work?

    tokencount("Mg++", "+")

  • Check out this plugin here: http://www.scirra.com/forum/plugin-randomplus_topic45261.html

    When using a random seed, you can just save the seed number when you reach a checkpoint, then next time you use the saved seed it will generate the same level.

  • This is fantastic. It looks so nice full-screen too.

    2 weeks is nuts, congrats. It didn't feel too hard for me, after a while I can just keep going and going.

  • A few people have mentioned this, but my event sheets are shared between all the layouts. I can't understand why you'd have a per-layout event sheet unless you had logic that you were not going to reuse.

    I think the closest I can get to what I want to achieve is by having a dummy sprite in every level with various instance variables. It's pretty messy but at least then when I duplicate/rename levels it doesn't change.