Elliott's Recent Forum Activity

  • Personally I always use an invisible sprite for collisions/movement and pin the graphics to it later - to my knowledge this is best practice.

  • Are you using a dedicated sprite for the snail's collisions? If you're not and using the snail sprite itself - do all the frames have an identical collision box?

  • I haven't looked for any tech details on TideKit, as the product isn't actually out from what I can gather - but information on TideSDK, their existing product, is readily available:

    http://www.tidesdk.org/

    https://github.com/tidesdk

    http://stackoverflow.com/questions/tagged/tidesdk

    Lends a bit of credibility.

  • Could Ashley weigh on the viability of TideKit and C2?

  • I'd love to help test (Y) Windows user

  • AFKATM so I have to be quick - this sounds like a job for the clamp expression!

    i.e

    clamp(playerHealth, 0, 100)

    https://www.scirra.com/manual/126/system-expressions

  • Sturgeons law - game development, as with any creative industry isn't qualification based, some kid in his bedroom can have a crack and so can an office of people at a mega-bucks company.

    If you want job security look at industries with a qualification barrier, like a lawyers, doctors,pilots etc.

  • Fun game, great response when you blast away the zombies, the mines have a real "umph" to them!

    One thing to note is that whilst all the other audio loaded as soon as I started playing, the music didn't until my 3rd life about 2 minutes in - the music is great by the way, kept me playing!

  • No problem

    The gamepad object does indeed have several events that check for gamepads ("has", "on connected" and "are supported") but to my knowledge still require a button to be pressed (Y)

  • IIRC this is simply the nature of the gamepad object, and by extension Chrome - you need to hit a face button before additional input is recognised.

    The easiest workaround is to have a button prompt like "Hit A to start".

    Off the top of my head a simulate control action tree for the gamepad object would solve this (You could simulate "A" being pressed on start of layout for example) but I imagine that could cause a myriad of problems (Especially if the user doesn't have a gamepad connected)

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  • By the way.

    There is some guy looking for freelancers to make an exact copy of my game.

    "The application must look, play and react exactly like the one listed."

    Maybe I should take the job <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://www.freelancer.sg/projects/Mobil ... 46618.html

    That's hilarious!

    Fantastically made game, next to Magnetised and Motor Melon this the best C2 game I've seen on mobile <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Sorry for taking so long to reply!

    You would simply use a graphics program like Photoshop. Reading up on vanishing point graphic design techniques couldn't hurt your art assets either (Y)