thehen's Forum Posts

  • Check out the endless runner template that comes with Construct 2. For that they didn't use tiled backgrounds, but instead just added a new one on the right when needed, and removed any that went offscreen to the left.

    If you want to use a tiled background, you could just set the origin to the left and change the width dynamically.

  • So I've just got back from the TIGA GameHack in London, which was hands down the best game jam I've been to. 36 hours of no sleep, with only a few hours the night before definitely took its toll!

    <font size="6">Summary:</font>

    The game is about a young boy who's too old to believe in monsters, but still too young to not be afraid. To overcome his fear, he ventures into the wardrobe to shine a light on his tormentors - literally!

    <font size="6">Video</font>

    [TUBE]http://www.youtube.com/watch?v=lKfceBM3sac&hd=1&vq=hd720[/TUBE]

    <font size="6">GameStick</font>

    I was able to get the game running on GameStick with CocoonJS. Point sampling killed performance for some reason, and WebGL effects also seemed like a big drain. However with those disabled I was able to get moderate performance whilst running on the pre-release hardware.

    One gotcha is that the primary gamepad uses index 1, rather than index 0 which I think is the standard.

    I need to really work on the difficulty curve, and maybe adding some more beasties, then I'll be distributing for free on Ouya and Gamestick :)

  • Accelerated physics works really well for us. delgado pm me a .capx and I'll take a look next week.

  • Is this in browser or as an app?

  • Check out this: How to collaborate on projects with SVN.

    You may want to add the following to .gitignore too:

    *.backup1
    *.autosave
  • AnD4D yep .wgt will be perfect - thanks.

  • delgado if you use the CocoonJS launcher, and tap the fps counter, you'll get a console on the device.

  • Just a reminder - if people sending me builds could make sure they're using the latest beta, that would be great. Cheers!

  • ludei we've also got the same issue. I can't reproduce though, which is frustrating. roberto can you let me know if you can repro with a minimal .capx?

    Just to confirm, the issue doesn't occur on Android, only on iOS, and I can't seem to repro with just a basic .capx.

  • Is there another way I can add my own <script> tags in the HTML. Dynamic loading of external JS is not an option (like how facebook does it), because the plugin needs the API immediately.

    Why is this not an option?

    You can load it asynchronously, then have an 'Is Firebase Ready' event triggered by a callback.

    var s = document.createElement("script");
    s.src = "https://cdn.firebase.com/v0/firebase.js";
    document.getElementsByTagName("head")[0].appendChild(s);
    s.onload = function() {
         // Set a variable on the callback which determines the loaded state of remote js
    }
    

    Bear in mind this won't work on CocoonJS. Look at my Flurry plugin for a solution to that.

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  • tgeorgemihai sure, PM me a build and I'll give it a whizz.

  • Ashley I mentioned this to you briefly when I popped by the offices. For us it would be a great way to save/load particle object states for weather effects.

  • We currently have WebGL disabled on iOS and enabled on Android. Performance is better for us this way for some reason.

  • Kurz I got it for free by applying here.

    A good deed to reciprocate Ashley letting me hassle him with using his Tizen device ;)

  • Hi all,

    Linux Foundation have very kindly sent me a Tizen device and it's just landed in the UK. We've also just submitted our iOS build of Mortar Melon so I have some free time.

    If you'd like me to test your game on the hardware, feel free to PM me a build. If you'd like to include an fps counter and any other debug info that would also be great.

    Cheers!