TELLES0808's Forum Posts

  • +1 to the list =

    On the emulator, everything is working nice, on the apk, black screen.

    The only way I found working is using the Phone Browser option, what is poor than the real Phone Browser (I use Chrome for Android 4.1).

    <img src="https://www.scirra.com/images/articles/appmobi-rendering.png" border="0" />

    To have a comparison, my Galaxy S3 run the game at 60fps using the Chrome, while 3 to 6fps using the APK from Intel SDK.... It's, on the better side, 10 times slower...

  • I'm using an approach of your events, Joannesalfa, but's consuming time to place everything on the screen using this math, while we could simple configure a existent behavior to take the job with one click.

    But your solution is awesome and work very well

  • Ashley,

    I would suggest a new alignment to the anchor behavior, the middle alignment.

    Mobile games are giving hard times with puzzles like center a thing on the screen when you can't use letterbox and your layout have different sizes from each other.

    Any question, please, feel free to ask.

  • Hello,

    I would like know how to lock the rotation of the screen when exporting using the Intel XDK?

    I ready somewhere this:

    Added use of the AppMobi.device.setRotateOrientation("landscape"); and AppMobi.device.setAutoRotate(false);

    html5dev-software.intel.com/viewtopic.php

    But where? Since I can't find the file to edit.

    EDITED: Oh, I found it, it's inside the index.html and you need to find the line:

              function onGameReady()

              {

                   cr_sizeCanvasDC();

                   AppMobi.device.hideSplashScreen();

              };

    and add:

              function onGameReady()

              {

                   cr_sizeCanvasDC();

                   AppMobi.device.hideSplashScreen();

                   AppMobi.device.setRotateOrientation("landscape");

                   AppMobi.device.setAutoRotate(false);

              };

  • it's the same sprite font of the menu, when you click over a person, but on the menu it's on scale = 1, and all the others are 2x times on the scale.

    So, on the menu it look perfect, but when scaled, it rotate a little bit and show some borders.

    I'm thinking about making an offset on each cell of the alphabetic cells, trying to solve it =\</p>

  • Hello,

    I would like know if you are getting this misalignment of texts while using sprite fonts...

    http://goo.gl/1a3Jt

    It's rotating the text a little bit and showing borders. I think the cause is the zoom feature, but not sure.

  • <center><img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/image.png" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/characters.png" border="0" /></center>

    When I was on a Zombie Apocalypse

    [TUBE]http://www.youtube.com/watch?v=VBCiJFMXH4I[/TUBE]

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  • Very nice idea! GB is so old school =]

  • any News?

  • Thank you for the feedback.

    More moods recently baked!

    <img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character3.gif" border="0" /><img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character3B.gif" border="0" /><img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character3C.gif" border="0" />

    "When I was on a Zombie Apocalypse"

  • mchulet

    A good workaround is setup a global variable to save the last Touch position, like one variable for touch.x and another to touch.y

    Then, check the variable, and not the touch object.

    This is the way I'm doing for my game.

    goo.gl/1a3Jt

    On the game, open the chrome console, click inside the game and press D, it will show you the debug, where you can see the lastest touch position.

  • <img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/characters.png" border="0">

    "When I was on a Zombie Apocalypse" was updated.

    • On this release was implemented 40% of the action system with provisory art to the menus, according to my workflow;

    This release is specific for Computers, please, feel free to give feedbacks and talk what you liked or hated, also, what do you think about the original system of menus.

    http://goo.gl/SUXoB

  • <img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character1.gif" border="0" /><img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character1B.gif" border="0" /><img src="https://dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/screenshots/character1C.gif" border="0" />

  • Hello sosensible, you're learning fast, impressive on how good you're comparing with when you started here =]

    One suggestion, if possible, is doing a sample game where it was implemented (with link alive).

    So, everybody can read, test and download the source to feel more comfortable and learn in all the ways possible.

    By the way, great initiative, really appreciate how you're going here!