polponero's Recent Forum Activity

  • Hi guero, that sounds fantastic. I'm also looking into implementing Leadbolt with Phonegap but has issues, would you mind sending it also to my email: gsarwohadi [at] gmail.com?

    thanks!

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  • I didn't know that Sprite Font breaks in r133 only to realize that I was using the old version (v6). I'm not sure if the changes was crucial between version 8 and 6, but I use 6 and its enough for my needs (and works with r133).

  • nemo surely Clay.io plugin won't help directly. I'm just saying if farsmile90 is about to create a plugin for that particular API, then clay.io's plugin will help as a reference.

    farsmile90 Overlooking that part of API, it uses REST so it's not really hard to create a plugin for that.

  • Clay.io's C2 plugin is pretty advanced and complete so it's really a good start to learn and create somewhat similar to that. Is the API you're trying to connect is available globally, say through github? I'm curious to know the details, and hopefully can help out.

  • There's already a CSV plugin, you can check Kyatric's post on C2 plugins and behavior list. As for including external libraries, it's possible. You can check C2 official Facebook plugin, or Clay.io plugin, both include external libraries. I have also successfully integrated YUI3 and Backbone framework with C2 :)

  • Ernest Adams work are also good to read:

    Advanced Game Design

    Fundamentals Game Design

    The first book gave birth of a tool for game design called Machinations.

    Gamasutra blog.

    The tool itself

    EDIT: typos

  • That's odd. I use git for my projects and so far so good. Nothing's wrong, I can fallback to any revision without any problem. I also make branches for every feature I need to make and that too have no problem (moving between branches, merging 2 branches together, etc).

    Is the problem when opening a caproj file, maybe due to conflict resolution, or something else? caproj are just xml, you can edit it on Notepad to have a look. You can also do that for events and layout, but be careful, you might cause the project to not open if you made a mistake editing..

  • I'd suggest using Families. Add Enemy family, and insert sprites representing an Enemy. Then define the unified Enemy action and conditions for the family. If you'd like to modify one of the family member, just add a different action and condition to it. So now you have a unified behavior and also a unique one.

  • Awesome. Very cool project you have there. I hope you get the funds you need. I think IndieGogo would be worth a try. My fellow Indonesian game developer friends from Bandung had a successful IndieGogo run for their game Dread Out. Good luck on yours!

  • Looks nice! I'm currently working on a peggle-ish game myself but targeted for mobile device so it's much simpler. Keep up the good work! Is this going to be exported for Win8?

  • Yeah, fortunately you can also 'embed' WebFonts in the same way as importing TTF files. So no need to access internet to use the webfonts. Another good thing is, beside webfont formats (.eot, .svg, .woff), there is also .ttf included in webfont kits so I guess now is just: does CocoonJS work well if we use 'Set Web Font' instead of 'Set Font Face'. :)

  • Thanks for sharing :). I notice you're referring to 'Set Font Face' and not 'Set Web Font'. Out of curiosity, does CocoonJS only support 'Set Font Face' and not webfonts? I'm asking because I'd like to know what's required for best portability. Say, I'm exporting to HTML5, then I'd use webfonts, but if I want to export to CocoonJS then I'll need to modify all 'Set Web Font' to 'Set Font Face'?

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polponero

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