Aphrodite's Recent Forum Activity

  • Not sure, as I am not a user of classic, but maybe there is no picking involved in the expression you are writing (ennemy.x will be the x of one ennemy, probably the first created), the for each actually force it to do this work for each ennemy individually.

    But if you have a way of do a simple picking event, that would work from my understanding.

  • This is actually the normal comportement of the anchor (the left side or top side will be anchored to a relative border of the viewport), I agree this is kind of disturbing however.

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  • It seems the audio bug is limited to Ogg audio format. I removed M4A audio previously to prevent redundancy and wasting of space on mobiles, and Ogg works fine with Canvas+ and XDK. But it seems CJS's Webview+ doesn't like only Ogg, but it works just fine with M4A.

    So, problem solved!

    I would think that both iOS webview and safari actually supports the same audio formats (last time I checked, apple did not implement support for the ogg vorbis format in safari, and so I would expect that for the same reason of them, they would not support it either in the webview), and the same with android webview and chrome for android(but I think chrome supports both ogg vorbis and m4a, others would confirm or deceive that I think).

  • You would have to store the value of the width and height corresponding to 100%

    Then you just set the width to the reference width * the percentage.

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  • Could I use this script or something else to zoom in/zoom out the entire screen gradually? Thanks.

    <div class="toolbar" style="display: block; width: 940px; height: 50px;">
    <img id="zoomin" alt="zoomin" src="./media/toolbar_zoomin.svg" style="width: 30px; bottom: 0px; left: 0px; padding-top: 10px;">
    <img id="zoomout" alt="zoomout" src="./media/toolbar_zoomout.svg" style="width: 30px; bottom: 0px; left: 0px; padding-top: 10px;">
    </div>[/code:2dlsngrq]
    

    In C2,

    System>set canvas size

    or system>set layout scale would let you zoom the game (or change the window size, which effectively can be use to resize the game when fullscreen is set to off andzoom in some fullscreen modes).

  • FGL requires us to disable ads :/

    Last time I checked, FGL was not an html5 publisher, but a middleground, you give your game to them, with their own api implemented (they have a plugin for that on C2), and they help you sell it to publishers, give you advices, and will transform their API to the publishers' API (not sure they even pay upfront anymore, as really it was just a way of promoting).

    Due to that nature, any other addvertisement method is of course not interesting to them.

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  • Could be wrong, but

    The opposite of

    A OR B OR C OR D

    is not

    (NOT A) OR (NOT B) OR (NOT C) OR (NOT D)

    But

    (NOT A) AND (NOT B) AND (NOT C) AND (NOT D)

    (De Morgan's law if I am not mistaken)

    Basically, delete the OR block on the second event

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  • mister k

    "As wonderful as money is, it's important not to make it your raison d'etre."

    "If you enjoy statistics and money more than game development, you might as well give up now. The vast majority of solo / indie game developers won't make an annual income that exceeds what you'd earn flipping burgers in McDonalds."

    Good points, I'll add that, in this case, you (not you, but the one that enjoys more the money and stats) may also just not do the game, but learn to establish a marketing model depending on existing games, so actual devs that cares can make money out of their good, well polished, work.

    Right now it seems people are more "trying things out for quick and easy money", whereas being able to make consistent money out of a real work seems like a "no go, not even worth trying duh!"

  • There are no informations about upcoming sales ever. For obvious reasons (people would wait and never pay it full price).

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Aphrodite

Member since 20 Dec, 2011

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