h1k3's Forum Posts

  • Jase00

    I managed to get around it fairly easily. I created two sprites one green and one red. I also created a player/npc layer and one object layer above and one object layer below. All my objects by default are below the player. I placed the red sprite over solid parts of objects and the green over areas where the player should be behind the object. The I have two events. The first checks to see if the player is overlapping the green. If it is then move the object to the layer above the player. The second is the opposite. If the player is not over the green then trigger once moving objects to the layer below the player. At game startup I set the opacity of both to invisible and the game works fluidly. Maybe that would help.

    Here it is in action so you can see how fluid it is.

    lockegames.com/relicsofyore/city

  • Ashley

    So if I suffer through the brute compression with each upload then it would have a net positive on playability through smaller download size with no adverse affects outside of watching the paint dry while it compresses on export?

  • Does compression on export have any effect on gameplay or just download/bandwidth as the manual/blog says?

  • I did set it up for Facebook a while back using URL redirects by using the Facebook docs. Going that route it's extremely simple. I've got the javascript to add to the plugin as well to do it without redirects but I'm having a difficult time wrapping my head around the way plugins are built for c2. Ill keep plugging away at it but at least you know it's doable as is now. lockegames.com/relicsofyore/store I believe is my working example using redirects.

  • If you search Facebook developers site you will find info on Facebook game achievements. I'd link you but it's a pain to do from my iPad.

  • I think the only right answer is seek the advice of a local accountant for the tax concerns and a lawyer dealing with business law to guide you in setting up the right corporate entity if applicable. With that being said the following link does offer some good tips/advice. Just remember laws are always changing so the information there if accurate may be outdated(So seek out an accountant and business lawyer)

    Some answers here

  • E Bear

    Nothing spectacular, I think I pulled it from one of Ashley built in templates.

    <img src="https://dl.dropbox.com/u/77974757/zoom.PNG" border="0" />

    I can't take credit for the graphics. Got them from Reiner's tileset website. The graphics are free for commercial/non commercial use.

  • Sweet, thanks a bunch for the reply. :)

  • whatever23

    Yeah, I need to tweak the player, haven't touched the player attributes as of yet, working on populating the city still. Was it fairly fluid or very choppy for your system? I'm on an older laptop and it was fairly smooth with just one or two blips when the player got to running speed.

  • Hi everyone,

    Been working on a city builder/strategy game for facebook and I'm currently building the city view. This is where you will accept missions to improve your city or travel to different areas such as the barracks for building troops. Anyways, I wanted to show off what I've done so far. I didn't use any z-ordering plugin so I'm curious mostly on your thoughts regarding when the player moves behind items like buildings and trees. Also while you are there try out the zoom feature and tell me if it's fluid or choppy? To access the zoom hold down the z and I keys(zoom in) or z and o keys (zoom out)I know there is a slight stutter, I'm hoping once I remove a lot of unnecessary sprites that it will improve a bit.

    City View

  • So I'm wondering in terms of performance which is better. Lets say I have 100 buildings, 50 trees, 40 stream, and 40 mountain sprites all with solid sections. Would it improve performance to create 1invisible solid sprite and overlay copies of it all over the solid sections of those sprites. Or set collisions up for each of those sprites individually? I've been going with the assumption that using just the one sprite with collisions for all of my images would improve performance and it does seem to flicker less when scrolling the visible window across the layout. But is it really improving the logic or am I just imagining it?

  • This brings up something I really want to work on next. Facebook allows you access to the users language. I'd love to detect that and show the correct language in text objects. Ashley how do I put non English text into the editor to display in the box at runtime?

    kicks54 I couldn't really play it be ause I'm currently on a touch device. It logs in fine however.

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  • Payments are possible, I have a working version of credits for my game in progress but its not overly user friendly. So it is possible. Real time multiplayer requires a plugin ATM I believe. I'm using php and MySQl for my game which is pretty close to real time but there is a definite delay.

    I'm more knowledgable with the Facebook platform so I can't speak really about real time multi. I'm sure someone else will chime in. For credits currently you will need php skills, and the browser standard plugin. I'm working on updating my Facebook plugin to include the javascript credits system but its probably a few weeks off. Until then browser redirects is the only solid way to implement credits.

  • Why do you want access to our likes and photos?

  • Currently I have two layers for game actors. All other art is drawn between those two layers. The collision mask for each piece of art is what would trigger the character to fall behind the art(top half) the actor collision mask is at the feet. So if the actor walks on the lower half of the sprite it goes to the top actor layer. If its touching the top halftime moves to the bottom actor layer. Seems to work great so far.