TRMG's Forum Posts

  • Hey,

    So I have a small sprite (100 x 100px) that would rotate to a location if the device is oriented in a certain way.

    My question is: does this rotating sprite affect performance on a lower end device?

    The angle checking is needed for something else in the game, so I am interested in only the rotating part.

    Thanks in advance for the replies!

  • Hey, I have had multiple games where I had to reset a hand full of global variables that I needed for a couple of layouts and I had to set every variable to it's default state manually.

    Sometimes it would take up quite a bit of space so I would hide it under a blank sub-event under the "On Start Of Layout" main event.

    Point is, I think having a single action witch would let you either white list some variables you would want to reset or black list ones you did not want to reset would make things a bit niter looking =D

  • I don't know what you want to achieve with the gestures. It would be the best you test it yourself. Maybe it works.

    If you use this example from Pode:

    http://dl.dropbox.com/u/1412774/oneStro ... nDemo.capx

    Use the 'Delete all defined gestures' action in the 'on Start of Layout' event to delete all gestures.

    Now you can define your own gestures. On the first gesture you will get a javascript error, but I think it's normal, because the plugin tried to recognize the gesture, but there is none. Click on Ok to hide the javascript-error and type a name for your gesture at:'Add stroke example to custom type and Add the gesture-name.

    If you now try our own gesture it should be recognized.

    Add your other gestures and look if you are satisfied with the result.

    Pode is still active here, If you have questions about his plugin you could ask him directly.

    Ok, I'll try it like you said.

    Thanks for the help!

  • Hi, I have a problem, I do not know if it is my fault or construct 2

    In this "levelselect" created with smartphone, when I finish my first level instead of letting me play only level 2, copy the statistics of the first level and add level 3 ... it is rare since I only have add currentlevel 1

    With "construct 2" preview I go perfect as I want it to work ...

    How can there be difference from mobile to construct 2? Should not be the same

    Anyone want to try my game and see if it just happens to me?

    If you are exporting to mobile via Intel XDK you can simulate the game on pc as with another phone.

    See if it works with these...

  • >

    > Oh... I was hoping to have quite a bit of similar shapes...

    >

    That would be a bad idea, whatever how precise the recognition is.

    That would frustrate player/user, because you have to be very exact in your gesture.

    I meant as in 3/4 circle 1/2 circle 1/4 circle and full circle for example...

  • I can't really help. I never used the plugin for real.

    You have to use forms that really distinguish from another, otherwise there too many overlaps. If I added an half circle it's mostly recognize as v or square bracket.

    You have to delete the forms that are similar to the form you want to recognize.

    Look at the capx and read the thread.

    Oh... I was hoping to have quite a bit of similar shapes...

  • There is a gesture recognizer plugin from Pode. Maybe that's what your looking for.

    viewtopic.php?t=66773

    Example:

    https://dl.dropboxusercontent.com/u/141 ... index.html

    Actually, it's having trouble finding custom shapes (Even simple ones like 1/2 circle...)

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  • There is a gesture recognizer plugin from Pode. Maybe that's what your looking for.

    viewtopic.php?t=66773

    Example:

    https://dl.dropboxusercontent.com/u/141 ... index.html

    Yes, awesome!

    Thanks Asmodean!

  • Hey, so I want to make a game where you would draw something like a circle (predetermined shape) and then have a txt say something.

    I've seen a couple of games where you have to draw shapes to destroy different enemies on screen and I never have been able to recreate a game like this...

    I would try and set a sprite every tick or so when you are holding the mouse button, and I would have another sprite over witch I would draw the shape and check if it would not collide with it, but I want it to recognize these shapes where ever they would be drawn...

    Do you guys have any idea how to do this?

  • I think it would "drain" the same amount of resources for restart and change (as you have to load again a layout) I have not used very much reset and definitely not enough to form an educated guess, but maybe Tom and Ashley can help you...

  • Thank you Sir! That was very helpful!!!

    No problem, glad I could help =D

  • > If you want to use wait using game speed, just use tick along with it instead of using a flat number.

    > Example: Wait (1*dt) meaning wait for a single tick.

    >

    Ah, but measuring the time in ticks is complicated I think.

    Supposedly 60 tick is a second but in a computer that runs the game slowly, I'm not sure that that works well and the wait is 1 second depending on the speed of the game.

    Have you tried it? Sure it works correctly and the time adapts to the speed of execution of the game ?.

    My question was, does the timer behavior work like this?

    I mean the timer behavior does take into account the speed of the game to work.

    Wait 1 second is based on real time (I belive), so if your game is running at 10fps on a device and 60 on another, 1 second would pass at the same time, while (60*dt) would take a second to "complete" on a device capable of 60 fps while taking 6 seconds on a device capable of 10 fps...

  • Hey,

    Probably by the question I'm going to make, you can see that I'm just stupid and understand 0 of this. But I want to make those clicker games and I'm not sure what I should use, Portrait, Landscape or the default project. And what "window size", because phone to phone it can change or I'm just being stupid?

    I've made 3 games so far and from what I understand,

    Portrait locks the view of the game to vertical (Holding your phone with one hand right side up)

    Landscape locks the view of the game to horizontal (Holding your phone on a side. ex. watching a video)

    Default lets the player orient their device the way they want (It may result in black bars appearing if the game was built for portrait, but played in landscape or vice versa)

    95% of modern phones and tablets have the same aspect ratio (16:9) and the resolution is dynamically changed to accommodate the screen's resolution (ex. If you built a game designed for 1920x1080px resolution and played it on a 1280x720px res device, because these resolutions have the same aspect ratio, the game will be "automagically" scaled to 720p and the same goes for higher res devices, only the game will be stretched)

    There are some devices that don't fit in this aspect ratio (like the apple iPad) If you are building the game for these devices you'll probably have to change some UI elements based on what device it's running on and it's a bit more difficult... (I'd just stick with black bars around the screen =D )

    You can use this site to check what aspect ratio is a certain resolution: http://andrew.hedges.name/experiments/aspect_ratio/

    Hope this at least somewhat helps,

    Good luck with your projects!

  • If the goal is to get 100million downloads, what would be the best way to do that??

    100M is a lot of downloads... (literally 100000000)

    I was very happy when my first game got to 100 downloads, and now I'm chuffed to see my third game get to 300 downloads with no advertisements for it =D

    I guess if you want to take the "high way" to a lot of downloads, make something YouTuber friendly (horror games and silly games do really well for their channels)

    Also don't reach out to big YouTubers... Even tough one of their videos on your game could help you a ton, they will probably never check your game because it will not be as "hot" like a new AAA horror game...

    Search for some smaller indie showcase channels and work your way up!

    I myself prefer to be more like the typical "I'm an artist, you just don't understand my work" cliche, but if you prefer the "high way" route, go for it!

    Best of luck with reaching your goal!

  • > Hi,

    >

    > So I followed the scirra tutorial on admob ads, I turn test mode off, I export it with cordova, I make a project inside Intel XDK, I close the program, I reopen the project (This is the only way I know to make Intel XDK show the plugins tab...) and added the plugin. I build the game and... nothing.

    >

    > Do you guys have any idea on what I could've done wrong?

    >

    WHAT IS YOUR PROBLEM? DONT LET THE TEST MODE OFF IF YOU ARE GOING TO TEST OR YOU WILL HAVE YOUR ACCOUNT BANNED! the ads only appear in a android device, and install the intel xdk plugin for admob

    Sorry, I forgot to close this topic =D

    The plugin I used didn't work, but now I found one that does.