BluePhaze's Recent Forum Activity

  • It can take a few hours for ads to start being sent to the game the first time. Also, make sure you have disabled the default test ad and mopub default ads in the mopub dashboard so that only the admob ad is enabled (marked green in the dashboard).

  • A little bit of due diligence before posting questions will get you a long way. Look at the built in examples that come with C2. Read the manual, do the tutorials. Use the SEARCH function of the site or google, etc... If NONE of those give you an answer, then ask. Just saying, these forums get very cluttered with questions that are answered with 2 seconds of actual searching...

  • Reading is fundamental... just sayin...

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  • You could also pin a invisible sprite to the enemies (above them) and when the player collides with the invisible sprite then add to their score. You can have an instance variable on the invisible sprite that tracks if the player already collided with it so that you can keep them from getting more points jumping over the same enemy if you want.

  • WebGL is not available on Windows Phone until the 8.1 update in April (Hopefully) so there is no layout by layout loading on Windows Phone. This has caused me to not release my game there as the whole game gets loaded at the start which can kill the memory and performance on Windows Phone for larger games.

  • How about greater than or equal to, and less than or equal to instead of =. so <= or >=

  • Rhindon Exactly, I have had some cases for example where I want to know if a person jumped. While the built in events have a detection method to tell if jumping, it is really just looking for the sprite moving upwards. Which also means at the apex of the jump it stops counting as jump as you start your descent. There is also the on floor event which you can invert to test if they are in the air, but that isn't the same, falling off something would also trigger that. So I created a variable isJumping and when they jump I set it to true. When they land I set it back to false. The beauty of this is that I can now differentiate between actually jumping, or falling off of something or being launched out of something. As the latter two events would not trigger the isJumping to true. This can be very useful especially in a game where you need to keep track of the exact state a sprite is in. In my case certain moves or abilities or actions should only take place if the person actually jumped as opposed to falling off an object.

    This is just one small example but you can see from it that it can make really complex logic much easier to implement. It also simplifies my events so that instead of saying if the player did A, B, and D but not C the do something. Instead I just say if isJumping is true do this... Since I track all the important states with variables, I can also use those variables as conditions for other events. It is now easy to put a test for isJumping into any of my other events/conditions if they should not be enabled when a jump is occurring, or if they should only be enabled when a jump is occurring. You can also take this further and use your state variables to enable and disable groups as needed.

  • The point of variables is for YOU to easily tell what it is for. I keep them short and abbreviate where possible because I don't have to worry about anyone else ever seeing them. So I make them short, but also very logical. Like: playHealth, isPaused, isWallSlide, etc...

  • You should check out the physics slingshot examples... you may be able to find more about them here in the forums... the only difference between this and a slingshot (like angry birds) is the visual representation of the slingshot would instead be a circle with an arrow pointed at your target trajectory.

  • Are you using the image points as the spawn location?

  • Much easier than using "another" sprite is to simply add it as another animation to your existing sprite. If you really need to use a different sprite, then AllanR is on the right track. Use an invisible sprite as your actual controllable character and just pin a visible sprite to it and that is what the player sees. You can then just pin whichever sprite you want as the visual representation of your character.

  • It is centering them based on their original image point, make sure the image point is in the center of the object not in the upper left corner of it if you really want it centered. Otherwise you need to offset the x and y to account for where the image point is.

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BluePhaze

Member since 20 Dec, 2012

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