spacedoubt's Recent Forum Activity

  • use a container. and/or an on created command that pins em there. 1 line of code would do it.

    give the turrets greater range.

    or, to differentiate between smaller and larger targets, use two turrets on top of each other, one with larger objects for targets and a bigger range to make up the difference.

    there are a lot of not that difficult ways to fix this.

    but maybe you're right. maybe there is a better way. but it seems, to me, at least, that checking for one point, on what would presumably be a good number of targets, is going to run a lot better than checking the whole collision box for all of them. That's just my best guess as to why it is that way.

    Whether it's a bug or not, I'm just letting you know, it's not that difficult to deal with.

  • you mean you don't want it to move on the y axis?

    change touch.y to self.y

    EDIT: Are you trying to accomplish the same thing with the second one, or something different?

  • try scrollto: X: lerp(scrollx, mouse.X, 0.3*dt) Y: lerp(scrolly, mouse.Y, 0.3*dt)

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  • Families?

  • There's no difference...

  • This is not a bug. There are a number of way to deal with this. Off the top of my head, you could set an invisible target pinned to the corners of your big objects.

  • Is the gravity the only reason you're using physics? If so, you could use the platform behavior (which has gravity) instead of the 8 direction and physics. You also wouldn't need the pin if you did this.

  • Check the tutorials.

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    Layout size is irrelevant.

  • Under Project Settings, is "First Layout" set appropriately?

    as for the text in the wrong place, you need to do some research on fullscreen scaling and such (and possibly parallax, but I have no idea what you're doing)..

    Try this: https://www.scirra.com/tutorials/73/sup ... reen-sizes

    and do some research on effects.. I'm sure you'll find what you're looking for.

  • 100% possible

    100% possible

    In the "job offers and team requests" section of this forum!

  • Your website, your own domain name, your own traffic, your own email list, your own loyal fans (followers).

    Getting Exposure, Creating Buzz... getting a following of fans.

    But your game is a product. Take of your game developer cloths and put on your marketer, business owner, salesman suit. Because it matters nothing what you game is, where you try and sell it. What matters most is the amount of eyeballs that see it, like it, and wanna by it. That is your job. You have to get it infront of their eyeballs, the game must be good enough for them to like it, and you have to make them want to have it - NOW!

    Games are not sold in shops, they are sold via social media. Sure money is exchanged in shops, but the decision to buy happens elsewhere.

    The point: Spend less time making games, more time getting names.

    First game will creating a small following and if you did a good job, they will by, continue to buy your games, and tell all their friends... its a snowball effect.

    DUTOIT Very well said!

  • For example, what would I put on the title screen, "press any button except start to start"?

    Just put "press A to start"...

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spacedoubt

Member since 15 Jul, 2014

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