thehen's Recent Forum Activity

  • I'm not sure of the problem - it works fine for me here.

    With the project you uploaded comment out the MessageBox lines.

    In index.html, under 'cr_setSuspended(false);' add 'alert("Activated!")'

    You'll then see the alert message when the game is resumed. Spinning speed is the same as when exited.

  • Ahhh this is so good, really addicted. I've filled up the high-score table haha.

    Some constructive observations:

    • I'd like to see the weapons 'power up' before firing so I can be more strategic where I jump. A purpley red glow that gets brighter just before firing would fit in nicely with your palette, whilst still drawing attention to them.
    • I found slowing down time to be more inhibitive so I never used it. With the purpose of jumping continuously, you're always looking to jump on the next platform, but this slows them down. I'd lose that ability personally.
    • To add urgency to having only one life, if the UI could throb and some sound plays. I could see myself jumping around in a frenzied panic if that happened.
    • There's a deep satisfaction in nearly dying and then being able to get back to full life. I think you could play on that if you spawned more life pickups when on low life.
    • I found myself going from three lives to none very quickly if getting hit by a lot of stuff at once. Adding a longer period of invincibility after getting hit should fix that.

    Really great game, I got properly sucked in :)

  • Best to post in the 'How do I' section to get help. You can simply use the 'is off screen' action to detect if the character has fallen off screen.

  • Hi Snooba, where abouts are you based? We have some paid 3D work coming up - not sure if you're interested. We could even offer C2 services in exchange.

  • Cool, glad it works :)

  • I like the idea of the $5 entry fee if all the money is spent on prizes. Just like a raffle then ;)

  • Right click on the 'Files' folder and 'Import files'. That should work for you.

  • Also rob Kachmar if that doesn't work, pm me a link to the Windows Phone build and I'll take a look.

  • Just to come back to this:

    I haven't exported using the latest release, but in r114 changing the following fixed the issue for me:

    Browser.InvokeScript("if (window.C2WP8Notify) C2WP8Notify('activated');");

    to

    Browser.InvokeScript("eval", "if (window.C2WP8Notify) C2WP8Notify('activated');");

    and

    Browser.InvokeScript("if (window.C2WP8Notify) C2WP8Notify('deactivated');");

    to

    Browser.InvokeScript("eval", "if (window.C2WP8Notify) C2WP8Notify('deactivated');");

    When we released a game on Windows Phone 7, you had to handle tombstoning, which was essentially saving the game state to isolated storage and loading it up again on resume. Looks like this is all done automagically on Windows Phone 8, yay.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It is for .cur cursor files. That's the only format IE on Windows 8 supports I'm afraid, but it works very well. You can see it in action here: http://youtu.be/IHc9LJ_AbMI

  • Hi michael,

    I made a plugin specifically for this - check it out: http://www.scirra.com/forum/plugin-cur-cursors_topic59831.html

  • boolean Thanks! We're working on it ;)

thehen's avatar

thehen

Member since 25 Jul, 2012

None one is following thehen yet!

Connect with thehen

Trophy Case

  • 12-Year Club
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

14/44
How to earn trophies