tanoshimi's Recent Forum Activity

  • Yes, it works (tested on Android 4.0.4 on Sony Xperia S)

  • Silly perhaps, but I think you might be onto something - I suspect the answer might well lie in some black magic trickery such as this :)

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  • level1sb - no need to be intimidated! OneGameAMonth is not a competition, you won't be judged. It's basically a motivational initiative to encourage developers who always get halfway through a game and then never get round to finishing it (like me) to actually see a project (or twelve) through to completion during 2013.

    The setting of monthly deadlines for each game gives you a push and makes you feel that you're part of a community striving to meet a deadline (try #1GAM on twitter) - nothing bad happens if you don't make it! If you're already strongly motivated and disciplined you may have no need for it, but I personally found that it really encouraged me: "Make games. Not excuses"

  • Thankyou both for the suggestions.

    RamPackWobble - yes, I had attempted something like that, although per-sprite sine behaviour on 60 individual sprites seems very expensive, and also I couldn't work out how to "fill" below the line. Any ideas?

    Tommyttk - I'll give lens shader a try and see how I get on - will post back here if I get anywhere!

  • Good job, and you might be interested to check out onegameamonth.com

  • Search the forums for a "gesture" plugin

  • Scirra recently tweeted a link to a particle effects demo at scirra.com/labs/particlesdemo2

    The smoke trails, explosions, and water splashes (while nicely executed) are all fairly standard particle effects.

    However, what I'm curious to know is the method used to create "tidal waves" - the rippling across the surface of the water from a point of impact.

    Does anyone either know, or have some suggestions about how they would go about doing this? It seems to be a fairly simple sine curve distortion, but I wasn't sure how to apply this to an object...?

    Thanks for any advice!

  • The "Initial Visibilty" property of your tiled background is set to "Invisible"... change that and you can get rid of all the "Move to front/back of layer" events.

  • newlee - the purpose of the normal map is to encode the normals - the facing vector - for each part of the image. By rotating the normal map, you're making the section of the rock that the dynamic lighting effect considers to be facing "up" (for example) move around the image, which is obviously not correct.

    If your rock were perfectly spherical, you'd simply remove the NormalMap -> Set Angle to Stone.Angle degrees and be done - that way, the part of the rock that you want to be lit as the top will always be at the top. The problem is that your rock obviously isn't perfectly spherical and you're also trying to give it a texture, so I'm not sure if there is an easy solution....

  • When you edit the animations of your Sprite2 object (please name your objects more descriptively!), click on the icon at the very bottom of the left hand toolbar that say "Set Collision Polygon".

    Now scroll through the animation frames - notice how the collision polygon varies in each one? It's this polygon that is used to determine whether the cherry has collided with another object or not, and whether it should be stopped. Change the position of the vertices of the polygon to create a tight fit around the cherry that's consistent in every frame and try again.

  • When you say that it "doesn't work in preview mode", you mean when you click "Run" from C2 and deploy it to localhost

    If you're being prompted to download the file that sounds like the browser doesn't recognise the MIME type of whatever file is being requested - is it a simple text file or XML, or something else? What file extension does it have?

  • I just hacked together a C2 plugin that exposes access to the microphone based on the approach used at webaudiodemos.appspot.com/input/index.html

    It works, but it's currently completely unusable in a production environment:

    For starters, it only works in the dev build of Google Canary and, even then, you first have to manually configure the Web Audio Input setting via chrome://flags/ (you also have to manually accept access to the microphone when prompted when the page loads). And, because it's running in Canary, it crashes every 30 secs or so.

    So, technically possible? Yes. Usable? No.

    I'd wait a year or so and see what the adoption of getUserMedia is like then.

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tanoshimi

Member since 4 Jan, 2013

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