firebelly's Recent Forum Activity

  • So I already know there is a 100$ fee for the license (just like Windows Phone and XBox), but I'm curious what hardware I need. And what OS is required on it. I'm looking to spend as little as possible. I have an iPad and iPhone for testing, but no machine to build.

    I'm also looking for thoughts on what will happen down the road. If i get a low end device, will I have to buy another used apple product to keep building?

    I know very little about the software cycle of apple. I'm a microsoft guy and could go on for days about windows phone 8 vs windows phone 7.8 :) But I need some help with the iOS stuff.

    P.S. I'm looking for legal ways, so no VMWare/Virtual Box shenanigans.

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  • write a little bit of jquery to hit an amazon or azure webservice to keep time.

    Web/mobile development should be moving away from client side stuff anyway. This is why most modern mobile languages force you to use async calls all the time.

    Offload your fears to a server, take control.

  • Since it's based on Android, why wouldn't cocoonjs work on it?

    I would think yes, I think the issue you would run into is gamepad support and maybe sound support.

  • They made like 600K in an couple hours. It is already funded and getting another 10K every 2 minutes. People have spoken.

  • Even if it doesn't work with HTML5, I still want one :)

    Note that this isn't due out until mid 2013, so there is time to work with them and support them with anything needed.

    The main issue will be this, does the gamepad support whatever mechanism we use to get the game on the browser. I would assume they require something like CocconJS to wrap the code up since this is a slightly closed system maybe?

    How does a gamepad interface with android os?

  • Been working on this for a few months here and there.

    Here is a little screenshot.<img src="http://i.imgur.com/zvg77.png" border="0" />

  • Maybe there is something wrong with my game, (I will post soon). But I had this issue where the fall speed was perfect, but the jump didn't seem to work right (at all).

  • Timescale, that would give me a very similar effect. Let me play with this and see what comes out! Thanks!

  • I'm trying to figure out if there is a way to create low gravity type effects. I can make my character move slowly, but the jumping doesn't seem to work. All I'm using for behaviors right now is Platform. Thanks in advance!

  • I am going to kick around these ideas as much as I can.

    I haven't looked at WebStorage yet, I'm still getting used to the HTML5 world (coming from ASP.Net). I think what webstarage is doing, is standardizing page state? This way any browser should in theory be able to share these states. My idea was to shove that into the cloud with a key. So if you move around and you have your key, you can get your state anywhere. (Azure costs money use FYI).

    Alternately, you could just specify a google drive,mobile me, dropbox or skydrive folder to save the state to an XML file.

  • FIRST THING!

    How are other people managing state. This is what I consider state to be for more games.

      Score Progress in Game Achieves HATS

    Has anyone tried tackling this? I think my crazy large solution will be to create a Azure web service, and have it store a app GUID and a small amount of meta data per user. No login or pass so your data is only as secure as how much you give out your guid. I think with some JSON behind the scene you can just write data to an array/dictionary as the game goes on, and then you can save it to the web service when online. Or save it to a file on dropbox maybe.

    SECOND ITEM!

    I have seen a couple of threads on object collections before, but I wanted to touch on them again.

    One thing that was always helpful when I would build games in XNA was the fact you can use classes to represent objects. You could easily group objects together to form complex ones.

    One example is a boss spaceship. It has many moving parts on it, all with different behavior and sprites. Like turrets, bullets, parts of the boss that move etc.

    This is more of a feature request than anything: I'd like some way to organize an object and attach it to other objects (not pinning). So if I have a boss enemy called Boss1 and I have a bunch of turrets attached to it, I would like to call them like this Boss1.Turrets[0].Angle or something along those lines. Basically the attached objects become part of the parent object allowing you to make complicated objects. Is there a way to do this already?

    Is there a way to get more debug information out of this? I'm a developer so I can understand api calls, stack traces etc. Is there anyway to see more detail about what could going wrong?

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firebelly

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