Velojet's Forum Posts

  • ... Would it, in theory, be possible to use this as opposed to the canvas ... ?ot just in theory, but in practice! Simply download flashcanvas.js and flashcanvas.swf, and then add to your index.html:

    <!--[if lt IE 9]>
    <script type="text/javascript"
            src="<your dir>/flashcanvas.js">
    </script>
    <![endif]-->
    

    No other change needed!

  • I strongly support Kyatirc's advice about using an invisible sprite as the "controlled character" instead of the sprite with the animation directly. See also my platform tutorial for another example of making the active player an invisble sprite- and it includes reacting to wall collision events.

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  • Stiil too fast for this Last Survivor! I can see why he was the last - all the others were too slow!

  • Hmmm. The Last Survivor didn't survive very long before the Game was Over. Give him a bit more of a chance!

  • lucid: from dictionary.reverso.net:

    sell on phrasal verb If you buy something and then sell it on, you sell it to someone else soon after buying it, usually in order to make a profit.

    'Mr Farrier bought cars at auctions and sold them on.'

    'The arms had been sold to a businessman; he sold them on to paramilitary groups.'

  • GSPforChrist, you can still buy a license. I'm not sure what you mean by "... People Were Not Able to Buy a License".

  • Thanks for sharing that link, 7Soul - it's a very useful overview of the HTML5 development scene as it currently stands (or rather, accelerates). Good that he mentions the developing Gamepad API - that will be a real step up. His survey of the (depressingly large and varied) range of target platforms is particularly good.

    I'm not sure, though, that I'd go along with his conclusion that "if you are only worried about the Desktop market ... you should probably question the use of HTML5 in the first place and still consider Flash". In the first place, I think that no game developer now should be "only worried about the Desktop market", and secondly, I think that even there, the HTML5/Flash balance is changing so rapidly that a Flash-only developer risks getting left behind in the dust.

  • Here's an example.

  • It's not a script - it's just an HTML tag. Have a good read of that article I pointed you to.

    Simply put it into your exported HTML page.

  • 1) Sounds like exactly the same problem to me.

    2) What you want is the HTML <marquee> tag. Take note of what they say about it there, though: "The marquee tag has often been overused by beginning coders who like to show off their HTML prowess by overusing every kind of fancy tag they can conjure up".

    IMHO, not a good idea - very distracting for viewers/players.

  • ... Its going to be released to all browsers ...

    Not so much a question of release, as of implementation. The Web Gamepad API spec is in W3C draft at the moment, and it's up to individual browser manufacturers to implement it.

    Seeing it's still in draft, Firefox is just trying it out in their developer builds. Google also has a draft API editor, so we might see a Chrome implementation sometime soon.

    And maybe there'll be an implementation in IE12 (a buggy one, no doubt) <img src="smileys/smiley2.gif" border="0" align="middle">

  • smitchell, thanks greatly for posting this link! The demo works with my Logitech Dual Action controller - even if it's the 5/6/7/8 trigger buttons that control the movement and not the joysticks or D-pad. Still, I'm guessing that's just a matter of reconfiguring the button press assignments.

    And, as Ashley says, it's only the one-off developer build of Firefox that currently supports it.

    Still, I can anticipate loads of fun ahead!

  • ... I cannot draw a trench coat in pixels, it goes beyond my pixel abilities.If you can make a game, VampyricalCurse, you can certainly manage to edit graphics - and it's fun learning!

  • I've now added the promised Part 2 of my Building a platform game - a beginner's guide tutorial.

    It covers scoring and, in particular, shows how the score can take account of the particular location where each event happens, and award different numbers of points for each location (e.g. depending on the difficulty of getting there).

    I'm always happy to have feedback - especially if you have better ways of doing things!

    Part 3 is in the works at the moment, but is unlikely to be added till after the Rotary Competition ;) But when it is is, I'll use this topic to let you know.

  • ... i'm not sure if there's a limit to how many sides the collision polygon can have

    Too many sides (say, > 8) put too heavy a burden on the engine (each point on each polygon has to be compared, and coming from JavaScript, that's a pretty processor-intensive process).

    The bottom line: limit the number of sides to the minimum that give you the results you need.