Savvy001's Recent Forum Activity

  • It would be something like this.

    1:

    Sprite variable (knob)= greater than 0 but less or equal to 360.

    Set angle to sprite.knob

    2:

    Sprite variable (set) = 1 & mousedown

    Set Sprite.knob to distance(mouse.X,mouse.Y,Sprite.X,Sprite.Y)

    (Devide this by an x amount if the result is to high)

    3:

    Mouse left click on sprite.

    Add 1 to sprite.set

    4:

    Then for resetting the sprite when unused.

    On left mouse button released.

    Set sprite.set to 0

    U have to test it of course but this is how i would handle it.

    Kind regards.

    Savvy001

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  • O he will get lots of weapons further in the game.

    Thanx for the tip do!

  • danuyos

    Thanx for asking.

    As soon as i upload a gameplay video i'l let u know.

    Its better than my words discribing it <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi All!

    Im developing Super Ninja Ball.

    First for Iphone5.

    Then later on also for google play and windows 8

    Check out my site where i keep u up to date!

    [TUBE]http://youtu.be/WORd8MyOz1Q[/TUBE]

    Comments are highly appreciated. <img src="smileys/smiley20.gif" border="0" align="middle">

    Kind Regards.

    Savvy001

  • GeometriX

    Thanx!

    It works perfectly!

    Kind Regards.

    Savvy001

  • Hi All.

    I have read multiple topics on this subject, but not a single one of them gives a step by step explanation of how to get .ttf fonts to work in the CocoonJS Launcher.

    I also saw Ashley post a reply: (You just need to import a TTF file to your project files, then when exporting to CocoonJS C2 automatically puts it in a Fonts subfolder.)

    But how do i import the file?

    Noob here asking the obvious, but cant find a way on my own.

    So if u have the answer, then please give a simple step guide, as in.

    A:

    B:

    C:

    Result = fonts visable within Cocoon Launcher.

    Thanx for helping!

    Kind Regards.

    Savvy001

  • To empower Ashly's post. found on page 4. of this topic

    Hi All!

    I am working on a game called SuperNinjaBall.

    And i am developing it for Iphone 5, using cocoonjs.

    My game is running at 40 fps which is perfectly smooth.

    It has all the graphics and sounds it "needs".

    Multiple sounds playing at the same time.

    Particle effects, that i can tweek to do all kinds of things.

    Paralaxing backgrounds.

    Great texts popping up everywhere in different collors for score's.

    I can tell u from experience that i was lucky this game runs smooth.

    That is because i had the basics for this game laying around on my hard drive.

    At first i build a version on the pc which "when i ported it to my laptop" ran really slow.

    Then i rebuild the whole thing on the laptop making it become fast again.

    After that i ported it back to the pc and the fps was really fast.

    This is where my "luck" came in.

    Because i did it this way, the resources i used for the game where based on a "slow" laptop.

    So anything above that standart would speed up the game significantly.

    Then after a few months i got my Iphone5 and downloaded cocoonjs.

    Now at this point it is good to know that i was testing a bunch of my games on cocoonjs before i tested SuperNinjaBall.

    I simply forgot i had it!

    These other games where all build on my pc, not counting in for performance, because my pc is powerfull enough.

    These other games where giving a fps rate of aprox 5 to 10.

    That, is not do-able even on a Iphone5.

    So remembered SuperNinjaBall and loaded it up into cocoonjs, and instantly got a big smile on my face.

    Not only did the fps show a great 40, the game seemed perfect for the responsive touch of this Iphone.

    Everything was just in place.

    So i started to recap on what made this different with all other games i had build.

    The simpel answer is, build something fast, on a slow computer.

    That slow computer forces u to learn the magic of minimalistic game designing.

    Then when u go to a faster device, u have some "overhead".

    This overhead is what u can use for some "graphics" magic.

    For my next game, i would start building it using cocoonjs.

    Only testing it with that.

    This would enshure me to get an even faster fps.

    Why..

    Because i would learn to understand the max potential i can get on the device i am building for.

    And "That" is what its all about.

    Using Cocoonjs from step 1, i can constantly monitor the fps and tweak the game design.

    So as for SuperNinjaBall, i was lucky: But i learned allot about the minimal side of developing.

    From this moment, fast games will not be build on luck, but wisdom.

    I hope this post give's u some inspiration.

    The short rule is: Learn the boundaries of the "space" u are workinig in.

    Only then u can tweak that "space" to its max!

    But always keep some overhead for "peaks" in the system!!

    Thinking, that all "Spaces" u are working in should be the same "is" understandable, but look around u in every day life.

    The "diversity" is what makes performance better each day.

    A rule of thumb that can be applied to everything, thus being html5/devices/cars/phones, or even your tasty sandwich ;-)

    Kind Regards.

    Savvy001.

  • septeven

    Thank u 2 for all the thought and work u put in to helping and building.

    Kind Regards.

    Savvy001

  • Pode

    That is suc6 u have earned!

    Congrats on that.

    And we are just glad with the time u already spend on construct2.

    Kind Regards.

    Savvy001

  • Hi All!

    I am testing my app in the chrome bate version on my nexus7.

    The game runs smooth. Jippy!

    However i dont get any audio?

    And running the same game in firefox on android does give me audio.

    Does anyone have any answers/experience with this?

    Kind Regards.

    Savvy001

  • cvp

    As far as i know, u need to type the name of the file (in the app u have build).

    Then the plugin can reach that file in the dropbox and download it.

    Thats also how i use it.

    Kind Regards.

    Savvy001

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Savvy001

Member since 22 Jan, 2012

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