BluePhaze's Recent Forum Activity

  • PixelRebirth skyhunter93 bilgekaan Have any of you managed to get this working and have it successfully submitted to them? I am in contact with them, but before I submit I want to make sure that it actually works :)

  • when you click on the block, copy it's UID to a variable (SelectedBlock). When you click on an empty block copy it's UID to a variable (EmptyBlock). After your click move SelectedBLock to EmptyBlock. Or you could just capture their X,Y coordinates. So On click empty block store the X,Y in the emptyBlock variable, and on click the SelectedBlock copy it's X,Y. to the SelectedBlock variable. Then just set selecteblocks X,Y to the coordinates stored in emptyBlock.

    You would also need to check if you can move to that square though.

  • On collision with objectX disable Solid on objectY? something like that...

  • The best tip here is that if you want to do game development with HTML5 and you want to do things outside the canvas, learn javaScript. Just saying, as a game developer, you are going to have to put in some effort to learn the technology that you are using.

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  • nito That was what I was thinking the entire time reading this thread.

  • lahirug87 The basic platformer tutorials will take you through all of that.

  • Those are arrays. That is about all that tells you. The code below it is looping through the arrays and reading the values. Then settings the cells based on the value.

  • platform and physics do not interact with eachother at all.

  • The export takes only a minute so exporting different builds for each should not be that hard, especially if all you need to change for each one is a variable as mentioned above. I export for Windows 8, Google, Nook, Kindle, Tizen and more and have no problem exporting a separate copy for each one. It's really not hard and takes no extra effort than clicking your mouse. You still only have to fix the bug once, then just export again for each one.

  • What I tend to do is on each level I have a sprite that holds level information in instance variables. Like CurrentLevel, NextLevel, etc... at the end of the layout I read these variables and use them for level unlock, score, etc... makes it easy and since the sprite has the same name on each level, I only need one event to read it in my end of layout event.

  • The other benefit of using groups is that you can deactivate them in your logic which helps add more modular functionality. When I have behaviors or events that should not be able to run at the same time I disable the group they are in until they should be used again.

  • My game "Root's Cubedonian Run" is currently on Google Play, Amazon, Nook, Tizen and Windows 8. I used CocoonJS for all but Tizen and Windows 8.

    CocoonJS can be a bear to work with at times especially if you want to have Ads in your game. But it is currently still the best option for publishing one build for Amazon, Google Play and Apple all in one shot.

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BluePhaze

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