lennaert's Recent Forum Activity

  • No, it is a standard limitation for entries to the arcade.

  • Im not too sure on this, but perhaps you need to pass the data along to the function

    like this:

    Cnds.prototype.FGLEnabled = function(DATA)

    {

         return fgl.crossPromotionEnabled;

    };

    Probably something like:

    Cnds.prototype.FGLEnabled = function(fgl)

    {

         return fgl.crossPromotionEnabled;

    };

    Not 100% sure, but its the first that popped to mind.

  • lennaert, good game! Works great.

    The first level, I played by using as few missiles as possible. The second level involved constant missiles flying and exploding, just because I could. ;)

    :D haha, thanks, there is a missle limit usage though, aount of missle in a ceratain time frame determined by the amount of buildings you have left. Effectivly, the les buildings you have, the less missle able to fly around in the same time :P

    Missile Command also had the lines showing the enemy missile trajectories which helped the player figure out the best place to land a hit. The fact that yours doesn't adds to the challenge, definitely in a good way I think.

    So true :D   initially I had added a smoke trail behind the particles which faded ...but it really clogged the screen and decreased a certain crisp effect I had going   xD

  • RandomFellow

    Haha, yeah, that slowness effect was actually in the original game too, but there you had to move a cursor over the screen with a joystick aswell hehe.

    I updated the game, decreased the audio volume on the missles launch and reduced the ones on the building explode too.

    Thanks for the feedback :)

  • Made this missle commander clone from back in the atari days, it was a bit of a test to check the scirra arcade highscore system.

    It works ^_^

    Missle Command in the Arcade

    Enjoy

  • suatozkan1987, Have you tried using the debug mode yet? (Ctrl+F5 or "Debug layout" button in ribbon)

    Using this feature allows you to see what the value of every variable is. Maybe, you'll notice something isn't changing that should be.

    It seems he experiences the issues only once it exported through cocoonjs.

  • Sorry, your capx has plugins I dont use (Rotate by rexrainbow)

    So I cant open your capx.

  • pls use a drop box or something not requiring a download manager to be downloaded prior to downloading your capx.

  • lev4 is number.

    Then there must be something in your code causing the problem, might be an ideaa to post a link to a capx.

  • add a variable, int(), timecheck.

    When you want it to record the first moment: set value timecheck = wallclocktime

    when your done, set the value again: timecheck = wallclocktime - timecheck.

    Voila, time difference between begin and end time.

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  • How is the content of Lev4 build ?

    and are both int()'s   ?

    Perhaps check what datatypees are in there.

    Like, it will not work when you are trying to compare a text to an int.

  • Maybe add some more information about the game type your referring too.

    Seeing as there are quite some differences in animations for in example a platformer or a top down view or even isometric.

    btw, that last link didnt work for me.

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lennaert

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