AmpedRobot's Forum Posts

  • This still open?

  • This still open?

  • Is this paid work? Still available?

  • Is this offer still open?

    I just finished my first game.

    Can help you in whatever area you need.

  • I might be able to help you out, but I need paid work, some money upfront.

    I have tons of creative writing and other samples.

    Is this offer still open?

  • I might be willing to help you out.

    PM me your e-mail or some other way we can set up a meeting/chat and discuss e-mail, so I could see what you're working on and if I could help.

  • Hello.

    I just finished my first game after many years of development.

    There was a lot of experience gained in making it.

    Everything in it was custom, nothing from any template, and I learned a ton from the good folks at Scirra including my own discoveries.

    I am proficient in many high end 3D packages.

    I am offering my services because I tapped myself completely out of cash.

    I went through the Construct 2 to Android process.

    Haven't gone through the iOS, XBox, and Steam/PC process yet.

    My game is huge as these things go, about 100 mb, and super high quality.

    If anybody needs help with anything, please post here (PMs usually take longer) and way to contact.

    My game is my only credentials.

    https://play.google.com/store/apps/deta ... es.DarkSun

    Paid work only (need 50% upfront).

    P.S. Solved issues with my game, so new store listing and Beta testing should be up in a few days. There's a new sophisticated way to build Android via Cordova CLI which made my game compatible with 11,500 out of 13,000 Android device types (the old easy way, which has now been depracated, gave the silly version warnings.)

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  • That was a good call.

    It was a programming issue.

    I had <1,000,000 as first condition.

    What fixed it was making it comprehensive.

    0

    <=1,000,000

    In my mind they are equivalent.

    No idea why that would make a difference.

    Only thing I can think of is comprehensiveness as Construct 2 seems to hang up occasionally unless you cover every conceivable possibility.

    Not sure if this is unique to Construct 2 or just a basic programming precept or something having to do with this particular expression.

    Anyway, it's solved and the game is done.

    https://play.google.com/store/apps/deta ... es.DarkSun

    Many thanks!!

    (I still gotta ask you some questions about some of the code you sent me. It's great. I just don't understand if this is unique to Construct 2 of just a basic programming concept.)

    But I'll have to catch my breath <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • [Deleted]

  • thanks for chiming in plinkie

    seems to be a corrupt layout cause all others pas the variable just fine

    i haven't gotten to it yet, will probably have to recode from scratch, it's not that big, at least i hope that's what it is

    on another note, any idea how to switch music tracks in game based on trigger?

    tried touching a control/sprite w subevents

    --is playin track a - stop track a play track b

    but that doesnt work at all

    I know how to push arrays now too, but cant figure out how to play music tracks based on array x. there seems to be nowhere to put the "at"

    will try it by activating groups now

  • Hey, guys.

    I'm assembling the final pieces of my video game for Android release, then Xbox, PC.

    I've encountered a weird problem almost at the end and no idea how to solve it.

    I'm using this function just to move a sprite when the layout loads based on a global Score variable from another layout.

    lerp(Player_Ship1_c.X,gotoX_ccy,dt*dtmove_ccy)

    Here's the problem.

    1) The layout works just fine when changing the variable when loaded either as a separate layout, or as the starting layout in the merged capx with lots of layouts.

    2) the global variable Score seems to pass to the target layout, tested with text object.

    3) The move condition works too based on 1).

    The problem is when testing the first condition, based on the first score, AS PART OF THE MERGED CAPX, the sprite goes to 0,0 as opposed to the target position and I can't figure out why as the variable seems to pass.

    I've encountered one minor corruption before which I fixed, but here nothing seems to work because the capx works individually, just not as a part of the merged whole. I deleted the layouts and event sheets several times before reintegration.

    Any help would be greatly appreciated as otherwise I will have to cut this cool portion of the game.

    ---

    I've even made a new variable in the target layout and set it to Score. No dice.

    Anyone encounter this before and find a solution?

  • Does anybody have some amazing collection of sounds they got off this place with links?

    I had about a gig of amazing sounds, but I deleted to save space and it can literally take dozens of hours to search that place for various cool sounds and there may be thousands more undiscovered.

    I only need a few.

    Currently looking for cool high score sounds, Galaga style, if anybody has any links, or anything else cool you may have dug up.

  • Actually, never mind! With the 0 speed, it should be manipulatable, just gotta check it.

    Thanx!

  • Ok, thanks, plinkie.

    But what about the other part?

    Is the only way to do this to split the animation into single frames?

  • Is there a way to do this?

    I mean 1 sprite, 1 animation with say 10 frames.

    You decide which single frame displays all the time based on a trigger.

    Is there a way to keep these 10 frames from playing as an animation in the beginning?

    Or from playing from a single frame on?

    Basically to use 1 animation as a holder for say 10 different frames and then display just 1 frame based on a trigger.