SoldjahBoy's Recent Forum Activity

  • It also seems that on iOS devices, the scroll bar does not appear in the iframe, and so it automatically resizes itself to the required height (width is not affected) to fit all of the page information.

    This is a real problem, since when you want to scroll down, it causes some really weird canvas issues with the layout, since inherently the webGL canvas can't scroll or zoom in iOS... at least not that I can figure out.

    The only way I can find around this, is to use a completely different method (instead of an iframe) for people on iOS... but the iframe is the nicer solution if only it would stay the size it's supposed to be and not screw up the rest of the page :/

    Also, I'm not sure what happened to JesseJoh... don't think he's coming back any time soon. :(

    ~Sol

  • Happy New Year from Australia :D

    Little late... 3AM now, but better late than never right?

    ~Sol

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  • Thanks for confirming, Kyat :D

    ~Sol

  • BTW: Are there plans to have C2 to diferentiate between different layers of physic? So that one could build "crossovers" and "underground" paths? like Bridges and tunnels?

    You can already do this using variables.

    WARNING, pseudo code incoming:

    -Ball is on the "lower level" -> set variable "ball-level" to 0

    -If variable "ball-level" is 0 and ball collides with "upper level" -> Do not collide with "upper level"

    -Ball touches "start of ramp" -> set variable "ball-level" to 1

    -If variable "ball-level" is 1 and ball collides with "upper level" -> collide with "upper level"

    More-or-less you would use something along those lines so that the ball will only interact with objects it's supposed to at the time. You would need to plan out your table nicely and figure out where and how you would set the variables for the ball, including if it rolls backwards (because it didn't have enough velocity). IT could take some tweaking to get it right but that would easily work.

    ~Sol

  • Me and my brand new NERF VULCAN agree :D

    <img src="http://www.instructables.com/files/deriv/FYL/KOSB/FZ383SZ1/FYLKOSBFZ383SZ1.MEDIUM.jpg" border="0" />

    Damn, I'm such a NERD.

    ~Sol

  • R73 fixes this problem, but now introduces a new one.

    Scale mode no longer scales properly when making the window smaller... only when it is made larger. It's fine at any size when the layout first loads, but will not dynamically size itself should the user change the browser window size (smaller only).

    ~Sol

  • Ah, hadn't realised r73 was released. I have been busy with last minute Christmas cheer (tm) around the house. Will check it out ASAP and report back. :D

    ~Sol

  • Sure, just delete the iframe and the standard button still has the problem... see the posted capx in my second post, it only has a button with no extra plugins.

    ~Sol

  • Wow hard, no kidding. I got to stage 5 or 6 then died in 2 seconds.

    Some kind of leveling system would be awesome, so you can have better hit-points and resistance to things. Hard is good, but wowee the difficulty curve is like running head first into a brick wall D:

    It's very cool though, and reminds me of a more modern day Gauntlet :D

    I also agree that a slightly less "too many buttons" weapon system would be good, though keeping arrows as an additional or alternate fire style weapon is great.

    I look forward to seeing future updates to this ;D

    ~Sol

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  • Cool concept :D

    Looks really nice too for such an early stage game!

    ~Sol

  • Pretty nice game :D

    I like the over-all presentation and the progressive difficulty. Very cool!

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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