TRMG's Recent Forum Activity

  • There is a gesture recognizer plugin from Pode. Maybe that's what your looking for.

    viewtopic.php?t=66773

    Example:

    https://dl.dropboxusercontent.com/u/141 ... index.html

    Actually, it's having trouble finding custom shapes (Even simple ones like 1/2 circle...)

  • There is a gesture recognizer plugin from Pode. Maybe that's what your looking for.

    viewtopic.php?t=66773

    Example:

    https://dl.dropboxusercontent.com/u/141 ... index.html

    Yes, awesome!

    Thanks Asmodean!

  • Hey, so I want to make a game where you would draw something like a circle (predetermined shape) and then have a txt say something.

    I've seen a couple of games where you have to draw shapes to destroy different enemies on screen and I never have been able to recreate a game like this...

    I would try and set a sprite every tick or so when you are holding the mouse button, and I would have another sprite over witch I would draw the shape and check if it would not collide with it, but I want it to recognize these shapes where ever they would be drawn...

    Do you guys have any idea how to do this?

  • I think it would "drain" the same amount of resources for restart and change (as you have to load again a layout) I have not used very much reset and definitely not enough to form an educated guess, but maybe Tom and Ashley can help you...

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  • Thank you Sir! That was very helpful!!!

    No problem, glad I could help =D

  • > If you want to use wait using game speed, just use tick along with it instead of using a flat number.

    > Example: Wait (1*dt) meaning wait for a single tick.

    >

    Ah, but measuring the time in ticks is complicated I think.

    Supposedly 60 tick is a second but in a computer that runs the game slowly, I'm not sure that that works well and the wait is 1 second depending on the speed of the game.

    Have you tried it? Sure it works correctly and the time adapts to the speed of execution of the game ?.

    My question was, does the timer behavior work like this?

    I mean the timer behavior does take into account the speed of the game to work.

    Wait 1 second is based on real time (I belive), so if your game is running at 10fps on a device and 60 on another, 1 second would pass at the same time, while (60*dt) would take a second to "complete" on a device capable of 60 fps while taking 6 seconds on a device capable of 10 fps...

  • Hey,

    Probably by the question I'm going to make, you can see that I'm just stupid and understand 0 of this. But I want to make those clicker games and I'm not sure what I should use, Portrait, Landscape or the default project. And what "window size", because phone to phone it can change or I'm just being stupid?

    I've made 3 games so far and from what I understand,

    Portrait locks the view of the game to vertical (Holding your phone with one hand right side up)

    Landscape locks the view of the game to horizontal (Holding your phone on a side. ex. watching a video)

    Default lets the player orient their device the way they want (It may result in black bars appearing if the game was built for portrait, but played in landscape or vice versa)

    95% of modern phones and tablets have the same aspect ratio (16:9) and the resolution is dynamically changed to accommodate the screen's resolution (ex. If you built a game designed for 1920x1080px resolution and played it on a 1280x720px res device, because these resolutions have the same aspect ratio, the game will be "automagically" scaled to 720p and the same goes for higher res devices, only the game will be stretched)

    There are some devices that don't fit in this aspect ratio (like the apple iPad) If you are building the game for these devices you'll probably have to change some UI elements based on what device it's running on and it's a bit more difficult... (I'd just stick with black bars around the screen =D )

    You can use this site to check what aspect ratio is a certain resolution: http://andrew.hedges.name/experiments/aspect_ratio/

    Hope this at least somewhat helps,

    Good luck with your projects!

  • If the goal is to get 100million downloads, what would be the best way to do that??

    100M is a lot of downloads... (literally 100000000)

    I was very happy when my first game got to 100 downloads, and now I'm chuffed to see my third game get to 300 downloads with no advertisements for it =D

    I guess if you want to take the "high way" to a lot of downloads, make something YouTuber friendly (horror games and silly games do really well for their channels)

    Also don't reach out to big YouTubers... Even tough one of their videos on your game could help you a ton, they will probably never check your game because it will not be as "hot" like a new AAA horror game...

    Search for some smaller indie showcase channels and work your way up!

    I myself prefer to be more like the typical "I'm an artist, you just don't understand my work" cliche, but if you prefer the "high way" route, go for it!

    Best of luck with reaching your goal!

  • > Hi,

    >

    > So I followed the scirra tutorial on admob ads, I turn test mode off, I export it with cordova, I make a project inside Intel XDK, I close the program, I reopen the project (This is the only way I know to make Intel XDK show the plugins tab...) and added the plugin. I build the game and... nothing.

    >

    > Do you guys have any idea on what I could've done wrong?

    >

    WHAT IS YOUR PROBLEM? DONT LET THE TEST MODE OFF IF YOU ARE GOING TO TEST OR YOU WILL HAVE YOUR ACCOUNT BANNED! the ads only appear in a android device, and install the intel xdk plugin for admob

    Sorry, I forgot to close this topic =D

    The plugin I used didn't work, but now I found one that does.

  • Hey, please follow these steps, i hope helps you,

    http://d.top4top.net/p_305a18v01.png

    1. in start page of your game you need to do like this image, and you need also to make unique local variable for local storage only, and call it record, (Means every score that user receive will be recorded in record variable,

    http://e.top4top.net/p_3055le1c2.png

    2. this image here you make a record variable, as you see inside the image, the high score will set same number with the record, set high score to record to stay on the same level that you received, note; ( local storage and record variable never removed if you set item currently.you set this on level selection page.

    http://f.top4top.net/p_30579jjx3.png

    3. in the whole levels, you must make a sup event behind the score that the use will received to save it in the record, this will save your high score even when you close and open the game in the browser or mobile phone it is the same.

    Thank you SaRaB, but randomly helped me already...

  • Heads up for anyone doing this:

    It does not work if the variable name and the local storage key name are the same

  • You have to have the following layout:

    Get item "HighScore" [action]
    On item get "HighScore" [event]
       -> Set HighScore to LocalStorage.ItemValue [action][/code:2u2qgew9]
    

    Great, thank you!

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