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  • I don't believe that its the actual touch event, more that you're using a constantly checked touch event that re-draws your ship every time that it returns true (so it is redrawing every tick while they are touching the screen).

    I'd say try regulating the event to a larger timeframe like you suggested farflamex or just have an on-touch condition that sets where the user touched into a variable, and then have your ship move towards those variables whenever they do not match its current position.

    ie.

    on touch

    then set positionX to touchX and positionY to touchY

    if shipX does not equal positionX and shipY does not equal positionY

    then move shipX towards positionX and shipY towards positionY

  • BluePhaze I don't think so, but I'm not sure since the official page is in Japanese, and unfortunately I can't read it. However, friends of mine said that there are a few remote locations listed, but they are still located in Asia.

  • Looking at that, I suppose you could just make SnakeCount into a global variable, that way it wouldn't change between layouts. If that doesn't work, then you should create multiple global variables for the different parts.

    Also, you can create your global variables within any of your layouts and they will be available from anywhere.

    Hopefully that helps, if not, perhaps post a link to the .capx

  • For the first problem, you could try making EnemyCount into a global variable and then checking it. The problem may be that the instance variables for your enemy object are resetting whenever a new one is created (I'm not positive that is how object creations work, but its worth a try).

    For the second one, you should be able to fix it with a similar method. Move your variable that holds the snake length into a global variable before going to the next layout, and then move it back once the next layout begins.

  • Are you using the "is touching" check? If so, it could be causing the slow down since it seems that it causes a check to be run on every tick. This might be even worse depending on the mobile device that you were testing on (Android phones especially).

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  • It sounds like your partner is just getting out of school and doesn't have much experience yet. Typically, artists in that position can expect to be making around $15-$20/hour doing freelance jobs (as its super hard to get a job in art straight out of school, or at all). I'd suggest that (or possibly lower) as a payment base for your situation, especially since they are also receiving a stake in the project's profits.

    Personally though, my partner does all of the graphics and we share a 50/50 split (I handle programming, music, and marketing, he handles graphics, writing, doing the bug testing, and advertising). That ends up being $25-$45/hour on average depending on the project.

  • I wish I could actually go to something like this, too bad its super far away from me. And you're right, the official site does say javascript.

  • This is great, I'm sure it will help out tons of programmers that are just getting started and need cost effective, complete graphics.

  • This is a nice, simple game and the puzzle design is great. I would add some form of "restart this puzzle" button though, as sometimes you can get stuck in a puzzle and find yourself unable to move, and restarting the entire game isn't something that players are going to like (especially if they are in the higher levels).

  • This is a nicely polished game, and I didn't have any problem with it performance-wise from my laptop. It has a bit of a load time though (which may be even worse on some mobile devices), but other than that, it's great.

  • You might find Tiled helpful. Its a freeware map editor with a variety of export options, and tons of tutorials.

    mapeditor.org

  • I did mean position, but if that didn't work, try resizing the images in the editor (and the sprite sizes as feel) to get rid of the white lines that you mentioned.

    If that doesn't work, then I'm not positive what the problem may be.

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rabidsheep

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