TMAJA's Recent Forum Activity

  • Edit for screenshots!

    Edit Edit - can anyone tell me how to make the screenshots fit to page? :S

  • Hi everyone,

    I'm looking for advice and a bit of information affirmation. Recently we launched our first game for Andriod: Kitten Chaos. (Available here: https://play.google.com/store/apps/details?id=com.seapigstudios.kittenchaos&hl=en or search Kitten Chaos in the app store (If you check it out any feedback is really really appreciated in here, by PM, email )).

    Having managed to get the game to a stability I'm pretty happy with, I'd like to get it on iOS too.

    I've done quite a bit of research, but I'm finding it really hard to tell what information is current/what the best options right now are. With that in mind I have a few topics I hope people will be able to chip in on.

    Exporting: I'm currently exporting with Intel XDK, and while I am aware it will work with iOS I have heard and read about various issues people have had - especially regarding performance/unexpected behaviors not present in the Android version.

    a) Does anyone have any experience with exporting for iOS using Intel XDK (bonus points for including adverts as monetisation)!

    b) Does anyone have any recommendations for other exporters for iOS (I used cocoon.js in the dim and distant past and I see there is now a cocoon.io which is touted in the documentation to be the best thing ever - does anyone have any experience with it)?

    Monetisation: I'm currently using Appodeals reward videos for monetization. I have come across a few posts saying appodeal doesn't work with iOS - but I can't find anything in the Appodeal documentation confirming this.

    a) Has anyone managed to get Appodeal to work on an Appstore published app?

    b) If I need to change monetisation options, does anyone have any suggestions? I'd like to stick with the reward video format - I think I'm aware of the most common options but what is everyone else using for iOS?

    Thanks for reading everyone, any advice is really appreciated!

  • Hey, I played your app! First, I have to say I like how simple the concept and interaction is. You just tap to play, and the cat rolls Makes it more likely for someone to keep playing. I like the idea of obstacles, and it's very tricky trying to tap in the right spots with the right timing! You put a lot of work in the graphics and it shows. Very smooth, great sound and animations.

    If I had to nit pick, it wouldn't be about the game itself. For example, when you pause the game, I would like to see the buttons that pop up to be bigger. Also, when the level is over, I think the fade to black starts too early and lasts too long...it makes me think my phone is going to sleep or shutting off. Lastly, my guess would be that when a level start screen slides in from the left, you have used the Pin behavior. But it seems like you are pinning things to other objects that are then pinned to something else (because of how they don't slide together). If you pick one thing (such as the menu box image) and pin everything to that one thing (no matter how they are layered), then everything will slide together at the same time. (Actually, maybe you did that on purpose! I'm not sure)

    I hope that didn't sound too critical, because I didn't mean for it to be! These are just small things that took me out of the experience, and if they were changed, it would be a cohesive overall experience. It's a great little game that you put a lot of work in to. (I also like the slot machine aspect, it's a great monetization tool)

    Hey sgtwombatstudios,

    first of all, thank you for your kind words. Now for your incredibly insightful feedback! It didn't sound too critical at all - far from it, I think you pretty much hit the nail on the head with constructive criticism I appreciate it very much. You were absolutely spot on with your thoughts on the pin behaviour - I am pinning things to the menu object which is in turn pinned to a handler sprite. I had no idea that would cause that slightly delayed sliding behavior! I will be fixing that, making the menu buttons bigger when the game is paused and shortening the fade between level and level success in my next update (along with adding another room).

    Seriously thank you for such fantastic feedback

  • Hi everyone,

    Kitten Chaos is a game about escaped, very rotund Kittens. It is your job to save the kittens by rolling them back to their baskets, avoiding distractions, trapdoors and various other hazards along the way.

    Earn Catnip Coins by saving kittens, achieving the awesomeness award and by beating your high scores. Also look out for bonus levels in which you can find extra Catnip Coins and even treasure chests full of them!

    Spend your Catnip Coins on the Lucky Kitten, where you can win lives, boosts, tricks and even adopt more incredibly round Kittens.

    Check it out below:

    https://play.google.com/store/apps/deta ... s&hl=en_GB

    Screen shots:

    Any feedback at all would be hugely appreciated especially if it involves any bugs -

    I am currently aware of two bugs which seem to be device specific:

    A) poor sprite font appearance on some devices causes lines to appear at the edge of some letters.

    B) Screen *sometimes* doesn't reposition after watching an advert with coin reward selected.

    If anyone runs into these feedback would be SO welcome.

    Thanks,

    Andy

  • I know you have said layer scale didn't work for you - have you tried layout scale?

  • > Wow that is an incredibly elegant solution to my example, thank you very much oosyrag. Sorry to ask more of you, but I've clearly not had enough coffee today - how would you expand that system to include more barrels, 3 or 4 or 5 say.

    >

    Use an incrementing variable. So after each shot, add one to that variable, and use that to chose imagepoint, animations, ect... After it reaches the number of turrets, reset it back to 1. Remember imagepoint 0 is reserved for the origin). Or, you can do variable+1 when spawning from imagepoints.

    A fancy way of doing this is with a conditional operator:

    Assuming you have one imagepoint per barrel, and are not using imagepoints for anything else on that object...

    Upon firing, set ActiveBarrel to "ActiveBarrel<Object.Imagepointcount?Object.ActiveBarrel+1:1"

    This says "If the ActiveBarrel variable is less than the total number of imagepoints, then add one to ActiveBarrel. Otherwise, set ActiveBarrel to 1."

    This will cover any number of imagepoints you decide to add, and cycle through them one at a time.

    Hi Oosyrag,

    Wow what an excellent solution - before I saw your reply I had tried an incrementing variable system and while it worked it was no where near as simple and clear as your conditional operator suggestion. Thank you for not only providing a superb solution - but also taking the time to explain what the condition operator was doing, I appreciate it very much!

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  • Thanks for the input guys!

    dropbox.com/s/hz5ai8rr2cl5oa0/alternate.capx

    Wow that is an incredibly elegant solution to my example, thank you very much oosyrag. Sorry to ask more of you, but I've clearly not had enough coffee today - how would you expand that system to include more barrels, 3 or 4 or 5 say.

    I guess you could go the other way around - create an animation of the ship shooting with alternating barrels, then check the current frame. If frame is 5 (for example) spawn a bullet from the left barrel. If it's on frame 11 - spawn from the right barrel.

    Thats a good suggestion too, thank you but I'm always hesitant to trigger things on frame because I've found it to be notoriously unreliable for some reason!

  • Hi everyone,

    So I am looking for a bit of advice on firing weapons with more than one barrel - specifically spawning projectiles and animating the weapons.

    For example, I have a weapon with two barrels. I would like to alternate spawning the projectile at each barrel and to know which barrel is firing so I can animate it.

    My current projectile system attempts to emulate swapping barrels but it is visual only and I cant control the order in which the barrels fire - therefore I can't animate them accurately.

    http://i.imgur.com/dq0lMWK.png

    Any advice is greatly appreciated.

  • You could actually do this in a lot of ways depending how your game is set up.

    You could have a 'detector' sprite just above the window which, when an enemy enters it, spawns the arrow directly below on the screen before the enemy enters the screen.

    Alternatively if you are spawning those enemies right above the window, you could simply spawn the arrow at the same time with the same X but a greater Y.

  • Hey SputnikCZ, so your ResBT is fine for me - doesn't disappear at all. Your ProducBT button does disappear though .

    When I'm debugging, I usually do two things - I first use the search in the events tab at the top of construct to search for the object which is causing the problem. This helps catch any stray events which may be the issue.

    If that doesn't help I fire up the game in debugging mode and watch exactly what happens to the object as the problem occurs.

    In this instance I searched and couldn't find anything, so I watched the object in the debugger. I saw that it had been destroyed by the fade behaviour . The debugger is really useful!

    Hope that helped

  • If you PM me or quote me I'll check it out when its up

  • There isn't anything in that screenshot that I can see which would make your ResBT button disappear - maybe you would have more luck if you posted up a capx .

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TMAJA

Member since 13 Feb, 2014

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