retrodude's Recent Forum Activity

  • Sounds like a problem with cocoonjs's compiling system if the tester app works fine. You might want to report it to ludei.

    I'll check over my event sheet and retest the game on my samsung, and if I'm unable to fix it then I'll contact ludei. I thought I would post this up incase someone else knew the solution to my problem. But I think it could very well be an issue with my samsung. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I would bet that this isn't caused by setting the timescale. It's probably something else that happens simultaneously. Timescale is extremely simple and handled in pure javascript, so I cannot imagine any way that it could be related to your problem.

    I'll try looking over my event sheet, but the problem at the moment is that its only occurring on my samsung galaxy nexus, whereas the sony xperia x10 ( a lower end device) doesn't have this problem and the time scale changes run perfectly fine on the xperia x10. Although it seems the app runs fine on the cocoonjs tester app for both phones. The problem only occurs on the samsung galaxy after the file is compiled to apk and then played.

    Also I'm not saying that timescale is the problem, I was wondering if anyone else knew why this was happening or knew any possible solutions on how I could fix it. I'll check for software updates on my galaxy nexus as well to see if that will fix the issue.

  • rob

    i must say maybe android software coluld cause of problem so i didnt play my game my device before (Huawei ideos x5-android 4.0)performance was verry bad. now i've install 4.2.2 rom and i play it good and very fast :)

    Is phonegap faster or less buggy then cocoonjs for you? I was thinking what to use to compile my file as well and have so far sticked to cocoonjs

  • You could create a global variable called charge or something like that.

    I guess if you hold down, then the spindash animation can play in a loop while also adding some value to the variable called charge, then when you let go you could apply a physics impulse based on the value of charge to launch sonic.

  • I was recently working on a mobile phone game which runs really well on both my phones (Sony Xperia x10, and Samesung galaxy nexus) on the cocoonjs app. And after testing it I felt I could compile the game into an .apk and then re-test both games on my phones. However after compiling the game through cocoonjs's cloud compiling service I realized I was getting a bit of issues with sound (not much of a big deal) and a MAJOR glitch that would freeze the game on my Samsung when the timescale was changed. I had no issues with this problem on my xperia x10.

    This was no ordinary freeze, this kind of freeze would leave the game frozen, forcing me to kill the app.

    I originally used the timescale to imitate a slow-motion effect. It does in fact work properly on the xperia x10 which is a really low-end device, however on the Samsung Galaxy Nexus the game crashes when I activate slow-motion. HOWEVER, slow-motion does work when I test the game through the cocoonjs app on both phones, so I don't really understand why I'm having this issue after compiling the game only on my Samsung, considering the game runs fairly well on both phones through the cocoonjs app. I was told if the game runs properly in cocoonjs then compiling it will give similar results after publishing your game, but yet I'm having this issue.

    Does anyone know the problem or how I could fix it?

  • > Allow me to disagree about the difficulty of a turn based game. The state of who's turn it is can be represented in a variable. Then use the variable compare condition in events to control when things happen. That is pretty much the main aspect that makes it turn based.

    >

    > After that you can tackle each other aspect individually. The computer AI will be the most difficult but is doable.

    Oh, the basics are simple. I had a basic version of the battle system of loot pursuit running very quickly when I first started on it years ago when I didn't know what I was doing that seemed to work just fine at the time. It's all the extra layers of the rest of the stuff that's not basic working with all the other tons of systems together smoothly that becomes a very complex problem if you don't know what you're doing from the start, one that I would not recommend for someone starting out with construct (though it did end up being quite an effective learning experience for learning how to use construct for me). RPG's in particular at first seem simple to make, but are extremely deceptive with how complex they end up being.

    Also, you are one of the top level programmers around here, so what's easy for you, as I'm sure you're aware, might not be easy for someone else. :)

    > I'm inclined to agree with R0J0hound on the ease of developing a turn based game... for someone who knows how to work with Construct.

    I still maintain that even with experience, anything past the most basic of RPGs is going to be a much more complex task than it seems. I feel confident stating this objectively as I have read many other people agreeing to the same thing who have attempted making RPGs.

    I know I'm bumping an old thread but does anyone have any proper sources behind the logic of a generic rpg like final fantasy? I'd imagine factoring in spells, element types, strengths and weakness's would be rather tough. Same goes for creating instance variables for each character such as attack,defence,speed, etc..

    I'd also imagine character progression would be hard as well for the stat points of your character.

    Arima

    Although I'm not making one yet, its something I'd like to work in the future, and after seeing loot pursuit it seems that your probably one of the most experienced with making RPGS. Do you think you could discuss how you layed out the battle system? As in the the turn based function not so much the other flashy stuff? Because it looks really amazing

  • I really love the UI, the concept of locking on to targets looks great as well. The one thing that annoyed me was how loud one of your audio files was, the sound that begins after you destroy an enemy (I think). The ringing sound itself was fine but the volume for the file might be just a tad bit higher then all the other sounds. Other then that I really like the concept   <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Ashley

    Oh alright, I appreciate the response

  • I was wondering what kind of sound file is mainly used for generic apps for mobile phones, as in .wav,.ogg, or .mp3. I realized wave files get as large as 40mb for a 5 minuit soundtrack so I was wondering if anyone had any ideas on what format to use.

    Also is it ok to remove the .wav files? Or will I have more sound issues if its not there?

    I'd appreciate some input

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  • I actually really liked the concept of transferring sound vibrations, the ripple effect was interesting, however I didn't understand how to play. I can press the gong to start the sound ripples but is there objects that you can move to direct the sound ripples?

  • This looks pretty unique, kinda like a tactical real time strategy. If multi-player was available I could imagine alot of fun factors that could come from this, but anyways nice job with the game, it looks promising

  • Pokemon itself has alot of factors in the overworld and the ingame battles, such as types,stats and not to mention the grass encounters. But it is possible, takes awhile, but its possible. As for phones, I'm not sure unless you can save the monsters on some online webserver or some jazz like that as I imagine adding 323 images could build up alot of memory usage and make it unplayable.

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retrodude

Member since 11 Oct, 2012

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