Boony's Recent Forum Activity

  • Sounds like you might not have a lot of RAM. I usually have between 2-5 projects open at a time with no real issues, but I have 8GB of RAM.

    Edit:

    Might be a good idea to open Task Manager to see what else might be running in the background.

  • Your character looks like he is sliding along the ground too. Increasing the animation speed will fix it.

  • To build of what gillenew said, try using the "Set to position of another object" to act as a teleport for your sea monster.

    Create two small sprites, once the sea monster overlaps the sprite off screen to the right, set to the position the the other sprite that's off screen to the left. If the body parts don't follow, destroy and recreate and pin again after the position is set to the sprite on the left.

  • There's definitely something wrong with CocoonJS. My game runs flawlessly in the iPad 3 Safari browser, but lags horribly in testing with CocoonJS on the same iPad. Same issue using iPhone 4 and iPhone 3GS.

    I think Ludei needs to focus on one platform at a time, instead of what they are doing. It doesn't appear to me they have the resources to support everything they want and they are spreading themselves too thin.

  • I'm not sure what you mean exactly by simulating being lifted and moving..

    When should the actual finger start being ignored?

    When would the new direction be entered?

    BTW: you've got mail.

    I was just thinking you could change direction faster if the Joystick centers itself automatically once it detects you are moving in the opposite direction than to have to move the stick manually through to the center then in the opposite direction.

    So instead of moving something like:

    X-10 X-9 X-8 X-7 X-6 X-5 X-4 X-3 X-2 X-1 X0 X1 X2 X3 X4 X5 X6 X7 X8 X9 X10

    You move something like this:

    X-10 X0 X1 X2 X3 X4 X5 X6 X7 X8 X9 X10

    It's like if you lift your thumb off the analog stick, it centers itself, and you then move it from the center to the direction you want. As it is now, when you change direction, the player continues in the same direction until it slows down to a stop, then moves from slow to faster in the opposite direction.

    When playing games that require quick reflexes, I felt that trick helped a little. Although now that I think about it, it might not matter all that much. :/

    Thanks for the message. You've got mail as well.

  • DrawPlus Starter Edition - Free

    Link

    It's a 2D vector program. If you try it and like it, they are having an sale right now for upgrading to DrawPlus X5 for 70% off. So it ends up costing around $30. DrawPlus X5 can do animation too.

  • Little Grind + Big Rewards = Fun

    Grinding is work and it's not fun. The trick to make it seem fun is the rewards. The rewards have to be worth the extra effort. The better the rewards, the less it seems like work.

    ------

    Not Fun Example:

    Chopping trees for wood = 1 log

    1 log = an arrow

    5 logs = a bow

    I'm not looking forward to chopping trees at all because I can see how much work is needed and it doesn't seem worth the effort. I have to chop 5 tress just to make a bow, and then another 10-20 trees just so I can get enough arrows to hunt with. Arrows get used up quickly, so as it turns out, I'm working more than I'm having fun.

    Fun Example:

    Chopping trees for wood = 10 small logs

    1 small log = an arrow

    5 small logs = a bow

    7 small logs = push cart

    10 small logs = catapult

    Now, I can build a bow and make 5 arrows with 1 log! Too easy. If I grind some more, I can make 10 more arrows! I'm not dreading chopping wood because the reward for doing it is so great. And now that I chopped 2 trees, it just takes a little longer to build the next great thing. I can already see that the more hard work I do, the more fun I can have and I'm not thinking about grinding. I'm thinking about the fun I'm going to have.

  • I'm just interested in the bullet behavior joystick. I've been messing around with similar controls for weeks, and they're still not as smooth as your controls. I'm curious how you put it together.

    Just an idea, but I'm wondering if it's possible to detect the change of direction and then reset the joystick to the center, then allow the player to continue to move in the changed direction? Maybe a better way of explaining it would be to say it's simulating the finger being lifted and then moving in a different direction, but without actually doing so.

  • LittleStain

    How are the joystick controls coming along?

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  • You could try to download a free trial of Flash Pro CC, open the files in that and export each frame or layer as png, gif, jpeg for use in Photoshop or some spritesheet package application.

    The only alternate Flash-like software I know of is Swish Max 4. I haven't used, it so I don't know how it handles fla files.

  • I will try that, thanks!

  • Wow, I really like the bullet behavior. The movement is smooth. Knowing how knowledgeable you are in C2, I'm really looking forward to seeing your example and how you approach to this.

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Boony

Member since 3 Nov, 2013

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