Fradno's Recent Forum Activity

  • I have paid for the Developer thing for iOS, and have access to Xcode and a fully updated Mac.

    But I can't find any recent info on how to publish on C2 for iOS, I find only outdated stuff. I did see a thread somewhere where somebody offered to help with publishing to iOS, but I can't find it, and I'm working 8 morning to 11 pm at night on freelancing work in order to meet various deadlines of several rush jobs. I'm hoping somebody could lend me a hand since I already used up a few hours of my free time reading the wrong stuff.

  • I'm trying to build the game, but the friggin Tizen Template example keeps overriding the game with its main.js and css. I'm not expert enough to solve this. I'm guessing the main.js decides whether the game runs or not. : /

    My hunch is if I could put some sort of code into main.js to initialize and start up index.html, the game would run. But I just don't know javascript at all, so I can't even think of anything. All it ran was from the main.js itself, just ignoring the index file entirely. : I

    window.onload = function() {

    // TODO:: Do your initialization job

    // add eventListener for tizenhwkey

    document.addEventListener('tizenhwkey', function(e) {

    if (e.keyName === "back") {

    try {

    tizen.application.getCurrentApplication().exit();

    } catch (ignore) {}

    }

    });

    // Sample code

    var mainPage = document.querySelector('#main');

    mainPage.addEventListener("click", function() {

    var contentText = document.querySelector('#content-text');

    contentText.innerHTML = (contentText.innerHTML === "Basic") ? "Tizen" : "Basic";

    });

    };

    I was being mogged by the second half of this code until I used it's nemeis "//" to disable it. . : I But now just black screen. What code could I use to bring index.html to life!?

  • Ah thanks dop2000 although I fixed it already by making sprites out of the fonts. Although I'll keep spritefont+ in mind for future endeavors.

  • dop2000 I see, thanks. : / Guess I'm making image fonts for those then.

  • For some reason, the text does not appear in the same position as in the editor. : I

    For some reason, only this page had very little or no misplacement. "Movement" is only off by 2 or 3 pixels.

  • Since Tizen changed their SDK to Tizen Studio, it's entirely different from any of the tutorials, with different pathways, making anything I can find obsolete. I even tried looking up crosswalk, but even that is outdated.

    I tried to be clever and copy paste the Construct 2 widget over the newer variant, and hit build, but it's just been stuck building, so I'm unable to make a proper widget. : /

    I've been at this for 12 hours and 3 last night, I'm mainly an artist, not a programmer. : /

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  • Thanks again. : D I only do 3D and pseudo-3D sprites now, totally retired from 2D spriting as I'm not as efficient in it. I still do 2D illustrations though.

    Amazing how people can specialize in different things. How easy would it be to implement multiplayer in the type of game I'm working on? Like 2 player same screen local, or via connecting to another android phone so two different people can play simultaneously?

  • dop2000 Thank you! It is working now!! There was no way I would have seen that, I probably would have gone a more covulated route in my frustrated state.

    It's quite funny, since the graphics and animations where the easy part for me. I never hit a brick wall or obstacle when making the art. The time it took me to try to solve this bug before posting on here, I would be done with a 3D model of a new enemy character(although the animation set would take an entire day or two). (Which I do by using a 3D program to make the model, then making pseudo-3D sprites from the animations of it.)

    I really should team up with somebody to handle the programming side of stuff for the next game, so I could have more time to work on the graphics. : / Had I done it for this game, I would have 5 more enemy characters, and 3 to 6 more playable heroes, all with finished animation sets.

  • I even put the global variables "HighScorePass" and "Score" in their own event sheet, and included that event sheet in both the level sheet and menu sheet. The menu screen is suppose to show the highscore, but when I try to load from local storage, I get a 0. I tried reading other examples, but somehow, when I test, local storage will not pass unto the global variable. I think local storage is finally working, but it just won't pass into the global variable and isntead resets it to 0.

    The game itself:

    http://theefenders.fulgryph.xyz/KnightNight5

    Notice that if you hit refresh, the score resets back to 0?

    Here is the screenshot from the menu event sheet:

    From the level, where the score gets saved. (Scoresaver variable is only to prevent some buttons from being clickable until after the heroes defeat).

    Am I writing it wrong?

    EDIT: The stuff thats crossed out is from my various attempts to get localstorage to work. At first it was saving as words, then finally got numbers showing up in debug mode, then NaN for a while, then numbers, and although local storage appears to save the actual highscorenumber in the debug data, instead of loading into the HighScorePass to display in the text on the menu, it just shows as 0.

  • I'll try that out, my experience with another game making program where I used Photoshop to Mass resize led to a problem where in-game, the objects containing the sprites remained the same size, so I ended with objects containing a x2 resize of the smaller new image, making them blurry at high res.

    Although, the solution I found to that was that open the game's XML files and using a text editors mass find and replace function (such as replacing all instances of size 420 with 210) and managed to mass change a lot of stuff like that without destroying the game itself. It was great to see 100+ instances of something be replaced in 5 seconds(as oppossed to going through each individually and taking an hour or two to make the same change).

    I value efficiency where it's possible since only immortals can afford to daddle on tedious and repetitive tasks or take the unneccesary way for long periods of their life. : /

  • Hi, I kind of implied being able to use that feature in the second verse. D : With the mention of center sprite. Since the other options are stretch and another.

    I meant, is there anyway to resize by a percentage? And not just that, but have the entire project resized?

    Since you the method you mentioned, will only apply that to that set of animations. If a character has multiple sets, you have to go through each, and if they have been trimmed already, then you gotta carefully do it. I'll have to test to make sure my "align-center" theory works. if a characters sprites weren't centered to begin with, it becomes problematic.

    EDIT: So there is no fast method? I spent 2 hours making changes to code when it turned out I could have used replace with object to achieve the same thing in 10 mintues, I don't want to make that same mistake again. D : Is there no quick feature for mass size reduction by using a percentage? I just need to resize everything by 50%, and there is hours of assets to resize.

  • Is there anyway to mass resize an objects entire sprite set? I can't find any resize by %, only by number. I made the mistake of cropping the sprites, so the only way to resize them all is to re-calculate each individual frame. If they all had the same sprite size, I could just calculate for one sprite, and then batch resize the rest with that in mind.

    I was thinking of reverse resizing to their original size for all, and just center the sprite, then afterwards resize them all from their uniform size.

    But I wanted to make sure there is a more efficient way of doing this, like some button I missed. The fastest way I could think of is have Photoshop batch resize the entire sprite directory by 50%, since I need everything reduced by half since the game is too image heavy for mobile. But I feel using an outside program will FUBAR the internal stuff when I reopen it.

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Fradno

Member since 21 Jun, 2014

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