Sargas's Recent Forum Activity

  • This might not be the best way to do this, but out of my head, i would make this:

    every 0.1 sec while dragging: store the X and Y of the sources in instance variables.

    and set the particle effect angle to the angle between the stored coordinates and the current coordinates.

  • Well. yeah, you need to make the app request data from an external source. I'm sure there is a lot of information out there to do this.

  • I think that what I would do, is to separate the map into multiple layout, and have all of them use the same general event sheet.

    Just like zelda games you have the main field , then a town, the montain, the forest, the river, the dungeons, etc; all on their individual layouts. And if each area uses too many events, you could have those in their individual event sheets and include them when you load an area. Or have the area events in groups and enable/disable those when necessary, so they don't eat up processing time just waiting for their turn to play

    I don't understand why you think you need to duplicate anything though =O

    i would have a passive layout to store all the "waiting" objetcs, like enemies ans such. And create them on demand, like with triggers something.

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  • You need to build the game in something like intel XDK and install the resulting APK in order to see the test admob. In order to see the real admob you need to publish on GooglePlay first.

    If you preview over wifi, or trough web html5, they just don't show.

  • I believe that your first game should 100% about learning about the program, and the different aspects of making games. So the game itself shouldn't be too hard to develop and complete in a polished manner.

    Think infinite score games type games (tetris, runners, flappy birds, etc), and put sounds, music, graphics, interface, and then publish it somewhere people can play it =)

    Your next game can be a little bit bigger and more complex.

    Of course, all this assuming you haven't made a game before xD

  • really interested in this

  • I've been trying to make an "universal" event that would select an instance from a family based on the index of the gamepad. But the gamepad object seems unable to know it's own index value based on input.

    My idea was to: On something done on any gamepad; pick instance based on gamepad index value; then do something for that instance.

    However every gamepad input is required to be a predetermined index value.

    Why isn't there a general expression to know which gamepad made the input? It would make setting up multiple players 4 times more efficient.

    Unless there is a way to do this? in which case: help? D:

  • there is a reason you can add 4 resolutions for the icon, different devices uses different resolutions. Add the x96, x72 x48 and x36 icons just to be sure.

    also, yeah, use the android-crosswalk tab.

  • if the enemy is made of multiple parts, you should use containers to manage it as one "object".

    https://www.scirra.com/manual/150/containers

  • you have to set up all the game center stuff yourself. I have zero experience with that topic though.

  • test over wi-fi and the mobile export options require paid version

    but you can always just export html5, host on dropbox, and test on any device you want.

  • yes, you can export to Android, wrap with XDK and build to Crosswalk for Android. That way yo work directly with Admob.

    https://software.intel.com/en-us/html5/ ... onstruct-2

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Sargas

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