Usman Haq's Forum Posts

  • I have a game where there are a few rockets and each rocket has its own exhaust. When the rocket spawns, so does the exhaust and it's pinned to the back of the rocket. At the beginning, for the first rocket that the game starts with, the exhaust is aligned with the rocket's angle, but when the player becomes another rocket, the exhaust for the any other rocket for this matter is not aligned and the result is the image below. With the rocket facing a awkward angle and not straight away from the rocket.

    The rocket is facing West and the exhaust is going SouthEast..... How do I fix this? I already tried:

    Exhaust > On Created> Set Angle>Rocket.angle but that didn't do anything to fix the problem.....

  • nichekeys does intel xdk support webgl?

    Not too sure about Intel XDK but Cocoon does I think.

  • Okay so wait a sec. The resolution you guys are talking about, is it basically Layout Size?

  • Well would you look at that, it works! Thank you, blackhornet

  • AWWWW YEAAAHHH, THAT IS SOME ACTION PACKED STUFF!!

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  • I have sprites that chase my player via Pathfinding. When the sprite goes to the edge of the layout or outside the layout, Pathfinding is disabled? I mean, the object no longer Pathfinds to the player. Why is this happening?

  • Those are pretty damn good controls.

  • Have you seen this?

  • Well I'm currently testing using the Cocoon.IO and although I haven't started adding things like PlayStore functionality, IAP, or LeaderBoards, normal launching the game and playing my game is smooth.

    Also, for your game I highly recommend that you try out the Cocoon.IO because it generally offers better performance.

    You can head over to Cocoon.io (it's not a .com, just Cocoon.io. It's weird but apparently startups sometimes do that.) and there you'll find a bunch of resources to get you well acquainted with this service. Also, it's best that you avoid using CocoonJS, that was Ludei's past compiling/testing service. The new one is on the site I provided you with, and the community is alive on the Forum there.

    Here's a link to a post pertaining how to use the Cocoon for Construct 2:

    https://forums.cocoon.io/t/construct2-h ... ocoonio/45

    Are there problems with Cocoon? Oh yah, in-fact you'll see quite a lot of Troubleshooting posts but it's a work in progress and if you want to see better performance use the Canvas+ environment that it has to offer.

    They do have a payment model, but the only thing that's a real bummer is the Splash Screen and its $500 price tag to remove it....

    Other than that, you can create a Free account that can hold up to either 2 or 3 projects... I forgot which amount. The paid memberships just offer faster compiling, holding more project, and some other stuff that you can check out on the website.

  • Hm. Okay first off, I think that's just waay too many objects in general for mobiles, I know that it's very uncomfortable to hear it but you've gotta lessen the amount of objects and tweak the design of your game, but it seems that you've gotten the images to be a small size down, which is good.

    And so far you've tested with PhoneGap and IntelXDK? What about Cocoon? Surely you've heard of Canvas+ and how fast it is.

  • Ah, thanks you guys!

    Also, I wanted to add a skip button to skip the introduction to the game, basically ignore the entirety of the 2nd event. When the skip button is pressed the skip button is destroyed and the Hyper Orb Action is set to 3. That doesn't stop the 2nd event from executing. Should I basically put:

    HyperOrbAction= 3 > Instruction Text Destroy

    Instruction Text Is Inside Layout TimeScale set - 1

    Does that make sense?

  • Why did I have to bring up Native Exporters..... WHY?!?!?

    Anyways, nah it's cool. I do understand why it's not gonna happen and I'm fine with it.

  • I wonder though. Will Scirra ever make a Native Exporter? I am most likely going to be hit with a big "NO" but the want for it is increasing since exporting for Mobiles is just an absolute pain. But I know that doing so will require a lot of time and hardships along the way, although I really hope it will be a possibility in the future...

  • Well I've got about 2500+ events so far. I'm testing my game with the Cocoon.IO frequently with my HTC One M7. Performance is good, but I'm making quite heavy optimizations with my images by making sure that they are as small as I can make them, without really making a visible difference and by making sure that there are not many objects on the screen.

    Just keep developing your game, test it, and keep developing!

  • My game only uses one layout as well! The Main layout event sheet currently has 1213 events and it's gonna have about 12 Events Sheets included within it.

    I have not noticed any performance issues but ooohhhh boy is organization becoming a bit of a drag.... I also try to place events in the most logical places, make sure my sprite are not very large, the events aren't too complicated, and I keep track of how much objects are or can be in the layout.

    So mainly. Organization is terrible, and the more I develop it, the more I have dreams of Construct 3.