trueicecold's Recent Forum Activity

  • Hello All (again)

    I have a "For" loop, and inside it I want to call a function that will run on the instance being select by the "For" loop.

    Calling the function as of now runs the actions on ALL sprites, and not just the specific instance...

    Any workaround to this?

    Thanks!

  • so I ended using Pathfinding and naming each of the markers accordingly. Works a treat! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Attaching my capx, if someone wants to have a look <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://dl.dropboxusercontent.com/u/607 ... ts%20.capx

  • Hey all.

    I got a rotated sprite that I use "Rotate towards" another sprite's X and Y.

    How can I tell if the rotation ended?

    I'm trying to mimic a soldier moving to waypoints. so it rotates quickly to the next point, and then walks to it and so on and so on...

    Thanks!

  • - nice workaround, though I suspect that in lower frame rate situation the ship could pass by this line?

    Then again - THAT low of a frame rate means the game is unplayable

    Thanks!

  • sounds good, but I want to create different surfaces to lower velocity or increase it, so static height won't help in that case...

  • Hello all,

    I have this capx:

    http://www.fast-files.com/getfile.aspx?file=98323

    Basically this is a spaceship that moves by inertia using the up left and right keys.

    Upon hitting the floor, I want to damage the ship according to its velocityY meaning falling for a higher place will cause more damage.

    When I print out the HitVelocity inside the "on collision" event, I get the VelocityY AFTER the impact, so it shows much lesser damage...

    How can I calculate the damage needed BEFORE the impact?

    Thanks!

  • I've bought the early adopter version of Spriter Pro a long time ago, and I also bought the latest Humble Bundle, so I have a spare Spriter Pro license to give away.

    I ask that only people who are actually going to use it in the foreseeable future to ask me for the license, since I don't want it to just collect dust at someone's steam library...

    I'll decide tomorrow who'll get it

    Disclaimer: this was coordinated with lucid (AKA BrashMonkey) and with his approval, since I didn't want to do anything that will upset him

  • Hm... that is a real letdown for me

    Thanks anyway!

  • Hey all

    I'm thinking about creating a game, where the top part of the screen has its own logic, and the bottom part has random minigames appearing in it.

    So my question is: is it possible to dynamically load another layout into the bottom part? like a "sub layout"?

    Thanks!

  • > I think one of the biggest issues now with the 2.1/2.1.1 compiler is that in iOS 8's WKWebView, you can't use any ajax requests!

    > Due to Apple's bug, the file:// protocol isn't working properly. Ludei's solution was to open an internal web server and load the files through 127.0.0.1, causing all server requests to be denied due to cross domain restrictions.

    >

    > This has forced me to keep working with the 2.0.2 compiler, unfortunately...

    >

    Excuse me but why the 2.0.2? There is not a iOS Webview+ in the 2.0.2 and you can use Canvas+ and the System Webview in the 2.1.1 too, so why do you use the 2.0.2? We are aware about that bug, but it is a difficult issue to solve. We are still working on it. However, it is a better solution to use the 2.1.1 and another enviroment if you think the Webview+ for iOS is a trouble.

    Regards.

    I've just realized the magnitude of my stupidity, I could just go with 2.1.1 and "WebView" instead of WebView+... nonetheless, I still have to compile twice, one for Android and WebView+ and one for iOS and WebView.

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  • Looking further, it seems Apple already fixed the bug preventing phonegap from implementing it, described at https://bugs.webkit.org/show_bug.cgi?id=137153. Also, there's a beta cordova plugin by Telerik which allows usage of WKWebView in phonegap WITH the file:// protocol: https://github.com/Telerik-Verified-Plugins/WKWebView#2-screenshot

    Source: http://devgirl.org/2014/11/10/boost-your-ios-8-mobile-app-performance-with-wkwebview/

  • Wow Ashley, performance on iOS8 and safari looks simply amazing. Since it might take a while to get my game done anyways, I think I'll stick to your suggestion, Phonegap and WKWebView when its due..

    Thanks!

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trueicecold

Member since 20 Feb, 2014

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