Paradox's Recent Forum Activity

  • Another thing to remember is to use a good blending color behind the tiles, so that when it does show through it isn't as noticeable.

    Design you background graphic with mid-range tones, not to bright or dark. or have the sky fade darker and less saturated down near the majority of ground.

    Watch your game, see where the seams show the least, and do whatever works there more often.

  • You do know it asks if you want to uninstall the old one when you install right? You at least don't have to do that yourself.

    Edit: oh, and I am the type to download immediately, trying for the quickdraw. But If I have a project going, I'll wait a day or two before installing. I check the bug forum first.

  • You can post the link, just not a hyperlink. Leave the slashes off the http and it should work. (to use it we put them back.)

    https: dl.dropboxusercontent.com/u/85412219/forumposts/cb-bash.png

  • retrodude

    appbackr

    That is weird, I have 3 $250 winners, one of which they paid me December 22, and none appear in that list. (Cannonball Bash was paid, 5 others not yet.)

    I'm a tad bit concerned, if you got $1000+ and I got $1000 and there is only $6000 in prizes...

    Great, flipping through their submission page, I just found "image-rotator" and that icon is stolen from my website

  • This is one of those cases where people who come from other coding backgrounds don't even think about features like that. I've been manipulating text strings since 1982.

    I had a moment of "Gee, what if there was a different way."

  • I've noticed that with some devices. Mostly Android. It scales up great, but a few refuse to scale down. (not all Android)

    I've take to making the games smaller, usually 800x450. (16x9)

    It's the full size graphics scaled down, so when displayed at 1920x1080 they appear full quality.

    Plus since the games are smaller than 800, they can be uploaded to the Scirra arcade.

    After it's already built however, can be difficult. I re-scaled 3 games like that, some more difficult than others.

    Someone was working on a scaling Program to assist doing a lot of it for you, but I lost track of that thread.

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  • Hmm, just had a thought on how I could do mine. Using drag and drop behavior, they pick up the object and drag. Store the origin location and wait a couple 10ths of a second. Then check the new position and use that with the origin to get the direction angle. Then force Drop the object, but send it off in that direction at a speed based on the distance from the origin to the new position.

  • Maybe something like this physics fling thread?

    http://www.scirra.com/forum/is-there-a-grab-and-fling-or-toss-behavior_topic67251.html

    I want to make a non physics version of that someday, but no time at the moment. So if you convert it, post it here. ;-)

  • Ok, now I am wondering if they skipped town. Still no word at all.

  • I don't care how much it offers, or which way it works, a first step is only a first step. It will only get better with time.

    Ok, maybe this will clarify my statement.

    Do you want it to be complete when it comes out, 100% finished,

    Or do you want in on the building of it, shaping it's future?

  • Uh oh, just went to "About Chrome" to see what version I have, and it's 31, but says "reboot to finish update" ack!

    OMG, that is horrible. I can now use Chrome to test how my games play on Iphone 4.

    http://hexedtext.clay.io/ is this playable??

  • Not a lot to add, just giving an example of using separate event sheets in beneficial ways.

    I put my drag scroll routine in it's own event sheet in my Cannon game. Later when making my level select map, I found I didn't want it shrunk so small on the screen. My solution was to zoom in and include the scroll event sheet. Now you can scroll around the map by dragging. I didn't have to do anymore as it was already made.

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Paradox

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