Raicuparta's Recent Forum Activity

  • I can confirm that it was done with the LiteTween plugin. Most of the animations in that game were done with it, actually. This one in specific is EaseOutBack.

  • Recently updated:

    http://www.kongregate.com/games/Raicuparta/circular

    Challenging game with Kongregate high scores, give it a shot.

  • I noticed that it didn't work in IE11 though I couldn't see what graphically didn't work.. the beautiful background worked fine. if it's minor, it might be worth the tweak.

    eah it stopped working on IE very early, I think it is because it depends on XML stuff but I don't think that's all. I may fix it eventually if I wanna release it on Windows app store.

  • Gougth

    Thanks for the kind words, really!

    I would love to release it on mobile platforms one day, if the game gets some attention. It was obviously designed for that and would be a perfect fit. But it seems right now Construct (or any other HTML5 engine) isn't ready for Android (or better, Android isn't ready for HTML5 games), there's too many problems and a game like this needs to play pretty much perfectly or else it ruins the experience.

    And yeah, using the shadowcast behaviour. Had to use it after I programmed something similar myself in javascript and a week later Construct 2 has it just a few clicks away

  • Play Circular now on Kongregate

    Single button/click game, very simple but can get pretty hard. Game plays at the rhythm and pace of the music for each level, with even some songs made specifically for it!

    High scores upload to Kongregate if you're logged in, give it a shot!

    Not 100% finished yet, but the main game is all there, just needs some finishing touches.

    If you like it and have a Kongregate account, please rate it

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  • Have you tested on mobile? When you place all the music in the sounds folder, don't you get insanely large loading times?

  • Are large sounds in the sounds folder supposed to take a long time to preload in compiled versions of the game? Shouldn't it be fast since it is already on the device? A 2-3 minute long music loaded as a Sound (I have my reasons to not load it as music) will take more than 10 seconds to load on a fast device...

  • I have an event that runs every time PlaybackTime > than a certain value, and it happens often (a few times a second). On PC, this works perfectly, even when the FPS gets really low (below 20). On Chrome for Android, however, the value seems to not update as often, which makes it not work right for my game. Is there a way to fix this?

    I set it up to print the PlaybackTime value on the screen every tick, and it's clear that it is not being updated every tick, wile on PC it is.

  • Heres a short video of the beta for Circular:

    Subscribe to Construct videos now

    If anyone is interested in helping test the beta, join this community:

    https://plus.google.com/communities/117 ... 2656897649

    And follow instructions here:

    http://play.google.com/apps/testing/co. ... y.circular

  • Beta for android now available!

    To get access to the beta, join the Circular Beta Google+ community and then follow the instructions in the Google Play become a tester page.

    Video of the beta in action

    Open to all kinds of suggestions, feedback would be appreciated!

    Known Issues:

    • Portrait mode not working properly
    • Loosing the combo broken when score multiplier is x1

    Would be great if someone could help testing, wanna get this working properly on Android.

  • They're all between 1 and 3 minutes, but there were a few of them, even though only one at a time played.

    I'm going back to XDK now, CocoonJS seems a bit unpredictable right now and I can't seem to use Canvas+ so there's really no point.

  • Is music supposed to not work at all in CocoonJS? Using 2.0.2, sound files on the music folder play on the launcher but not on the compiled version. Could this be a memory problem? Anyone have any hints, anything I might look into to see what could fix this?

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Raicuparta

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