nemo's Recent Forum Activity

  • Andromo generates 100% native-code Android apps. Well this sounds good.

  • Ok, funny thing happened.

    I was curios to why I had a touch2 plugin. Turns out that when I installed an update, somehow the older Touch plugin get re-created as Touch2 but with the old icon.

    I will try create some sample projects to figure out what is wrong with direct canvas and touch.

    You have probably got the Multi Touch plugin.

    It's named Touch2 and uses the old peige hand icon.

    http://www.scirra.com/forum/plugin-multi-touch_topic49525.html

  • Well CocoonJS is actually currently the only way to run my test game on Android. I tested AppMobi and Phonegap, but they both broke my game more or less and only managed to keep max 15FPS. I actually haven't had much faith for HTML5 based games on mobile devices, not until I tested CocoonJS with constant solid 50FPS. I'm currently waiting for the cloud based service for android, so I could release my first project. Currently CocoonJS is the only realistic option for me.

  • I managed to make it work. I went with a really simple way. I had 20 holes.

    Created a global value: HoleIDs=-1

    Then I set for each order by Random(Hole.UID)ascending.

    Add HoleIDs to Hole.ID

    And if ID bigger of equal to 10,

    then substract 10 from it.

    I would like to thank you all for your help and for activating my brains. I think all this shoul be good reference for anyone creating memory games.

  • McKack Thanks. I tried to figure out your method, but I didn't get it.

    Instead of cards, I have these holes where you can pull out vegetables and try to find pairs for them. These holes have an ID to tell which vegetable to create.

  • I'm creating a memory card game and I can't really solve how to do the following:

    I have 20 objects and they all have ID Variables set to 0 as default. I would need these objects to randomly pick a value between 1-10 and make sure that there's always two objects with the same ID.

  • When I test my game with the simulator it's working and running fast. On my android tablet the game just shows white screen after the splash image.

  • Ashley This is possibly due to the parallax change. I reversed back to r90 cause I don't really understand how it has changed and how to keep objects centered if 0,0 is no longer in the mid depth.

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  • http://www.seventhsanctum.com/generate.php?Genname=generalperson

    This is a good place for more serious projects. <img src="smileys/smiley1.gif" border="0" align="middle"> Good if you need any inspiration for characters/worlds/titles/items.

  • >

    > Having native export to Android and iOS is a big thing and $298 is not much for that.

    >

    nemo Actually that would cost $99 (Studio) + $199 (iOS) + $199 (Android) = $497.

    It would be smart to start with the easiest and cheapest market such as Android and if everything's going well then go to iOS market and buy the exporter for it.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • When I opened my old game I noticed that some of my anchor behaviours were missing and when my game uses create object X=WindowWidth/2 and Y=WindowHeight/2 it's no longer in the middle. This happens only when using fullscreen.

  • I think it all comes down to what you want to do. Currently If you want to make games as a hobby/small money/prototyping, then C2 is a good tool for that, but if you want to develop for the mobile devices and for real money then Game Maker Studio looks like a good deal for that.

    Having native export to Android and iOS is a big thing and $298 is not much for that.

    AppMobi costs $100 per year and is limited to 5 apps/year.

    I like Construct2 and I believe it has a chance to become standard software for HTML5 along with something like Spaceport.

    I do have faith for CocoonJS and I really hope it works. I currently don't have a wireless connection, so I can't test their launcher.

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nemo

Member since 23 Sep, 2010

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