firebelly's Recent Forum Activity

  • Wait, what? AdMob is supported now? Not just through Mopub like in the past?

    From Ludie

    "Below there is a list of supported ad networks at this time. We support all this networks using MoPub as network mediator, so the first thing you will need is a MoPub account to manage which networks you want to integrate in your app and how they will rotate."

    Now if they have direct admob support, then awesome. Doesn't sound like it though.

    Here is the full quote on that.

    "Admob is supported already. We support plenty of ad networks at the moment. Every event we are we receive around 10 requests for new ad networks. We can't afford to integrate all of them. Right now we are going to stick to the ones we have (and we will announce another one soon). Whoever want these ad networks (or others) they will have to wait either until we add them or until the SDK for extensions is released."

  • That really sucks on the admob support. We have proven time and time again that mopub sucks when it comes to fill rates. Admob is backed by google, why not implement it?

    Ahh well.

    Pretty sure AdMod is supported. And it is the only one they will support for now, with others when time frees up or when the SDK supports it (SDK coming sooner)

  • Hopefully they'll up the file size limit when they get Ouya support going. Because honestly, unless your game is small in scope or use very light assets, 30MB will not cut it for a game.

    They are open to discussing things more with us, seeing as how Construct 2 is the THE HTML5 gaming dev platform. They recognize this.

    I'd say we can add that the list of things to discuss in the future. Asset size limitation.

  • March 28th is when things go live. I don't think we will make that timeline. There are a lot of technical hurdles they have to overcome I'm sure. Gamepad support is most likely a biggy. Told them this was our priority list, in no real particular order.

    1) WebGL/JavaScript Perf

    2) Ouya

    3) Everything else distant third.

    And I think they get it.

  • I talked to some of the devs and this was the laundry list I have. They can't give out ETAs, but that would be setting yourself up for destruction by internet fans. But here is what they said, I summarized it a tad.

    Revmob, AdMob and general access to Ads via SDK: They have no plans to add more networks as right now as AdMob is already supported (I understand this move as AdMob is pretty popular on mobile, maybe not to all, but it is pretty big and they only have so many devs to go around).

    Ouya Support: No ETA, but they are working with Ouya on this one. .

    More Access to XCode abilities: No ETA on this, but they are planning to release an SDK soon that gives you much better access to the extensions (this is what you want)

    Gamestick Support No plans on this front (Time issue more than anything) as it is taking the back burner to Ouya.

    WebGL status and road map: Top on the list of todos, they know it's a big deal to us and they are putting at the top of the list.

    In-App Purchases There is a store API avilable already. Full sopport for iOS , Google Play and Amazon payments. Scirra will include it soon (as far as I know).

    Possible Integration into Construct 2 itself/general integraion This won't be possible I think until the SDK is released

    Possible alternatives to the cloud compiler: As I think I mentioned, this will be the way they do things. This is how they provide value as a company. Otherwise they would just be a javascript framework. You have to provide something of value to stand above the rest. They might provide something in the future, but for now, we need to go through the cloud service.

    Dynamic Memory management: They are working on it!!

    I know there is no timeline here, but honestly, it's a PR disaster to give off the cuff timelines for things. What I got from the reply was this. WebGL is important. Performance is important. Access to API is important. Not sure where they really stood on Ouya, could be a tight lip deal or something who knows.

    I'll post more if I get some more info.

  • Stay tuned, I will have some more info soon. If you have any extra things to add, now is the time.

  • I know this is old, but did this ever get into the IDE?

  • you can use physics in top down. Just set the world gravity to 0 and move all the sprites via normal movement functions.

    Have a circle sprite that expands (scale) and then it collides with the enemy, Apply Impulse at Angle. See cincipon's formulas.

    It's do able.

    You will have to wrestle with things colliding on their own though.

  • I have a player with physics and some blocks with physics. If my player is standing on a block and I remove gravity, the player gets stuck to the block.

    When gravity if off, I move the player around with impulses to simulate rocket movement. This works fine, unless the gravity is shut off while touching a block with physics. If I turn gravity back on, i can jump off the block fine. But if it is off, my impulses don't move the player.

    I'll try and get a smaller capx to show the issue.

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  • Demo

    Simulation perfect? Nope, but it feels real enough for what I'm trying to achieve.

    Can you post the CAPX?

  • firebelly

    Cool looking game. Does it have page on IndieDB? I would like to track it.

    We do have one! indiedb.com/games/temporus

  • This was just something that got sent to me. Normally I check the YetiZen page. Yeti Zen is a hacker space/app accelerator.

    I don't think there is an official meetup group for this. This is where they held the GGJ2013.

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firebelly

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