alastair's Recent Forum Activity

  • Thanks for the capx, here it is directly:

    angle_angleofmotion.capx (r93)

    Ashley said in that topic something pretty strange which makes me think this bug is meant to be an obscure nonsensical feature, since he doesn't want to have to fix his old project:

    There is also one exception: the angle of motion is still set to the object angle on the first tick of the behavior. This is to preserve compatibility with existing projects like Space Blaster

    I just hope I'm misinterpreting and that this will eventually be fixed.

  • My bullet's angle of motion is being affected by the display angle, despite the setting I chose for the display angle to NOT affect the angle of motion.

    <img src="https://dl.dropbox.com/u/1024727/c2/bulletbug.PNG" border="0" />

    <img src="https://dl.dropbox.com/u/1024727/c2/bulletbug2.PNG" border="0" />

    It's as if the set angle of motion action does not exist in my code. It does however work fine when I remove the "set angle", but it should be capable of doing both.

  • Nice!

  • So what's that like in comparison to an i5 or other tablet processors.

  • Looks like a cool tablet, hopefully its powerful.

  • Even better (if its not a casual game) is to let the user define their own keys instead, so they can use what ever they want.

  • Yeah I've noticed on multiple computers that scaling the game larger/smaller increases/decreases performance. With hardware acceleration/WebGL and latest graphic drivers, on my brothers computer he gets 35/37 FPS fullscreen and 60 FPS when it is normal size (latest Firefox/chrome).

  • It was just a joke, and a wish, because he's probably capable of improving HTML5 a lot.

  • Image A

    <img src="https://dl.dropbox.com/u/1024727/scirra/1.png" border="0" />

    Image B

    <img src="https://dl.dropbox.com/u/1024727/scirra/3.png" border="0" />

    Image C

    <img src="https://dl.dropbox.com/u/1024727/scirra/2.png" border="0" />

    1. I'm pretty sure that when scale with "Letterbox scale" it doesn't stretch the image, but instead changes the "resolution" and scales all the assets up? (For instance from image A to B, notice how in image A there is an enemy which is 50% smaller but when the game is scaled up it looks out of place because it is sharper)

    2. I've noticed that when changing the scale of the game (or making it fullscreen) the game runs slower for some computers, if the game just stretched the image (like from image A to C, instead of A to B) would it run faster than the current rendering speed? (This would be a great option as it would allow for a more cohesive looking game)

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  • John Carmack is doing Doom 4 in HTML5, so we're likely to see a lot of innovation with the technology soon.

  • variable = 0

        - make bullet

        - set variable to 10

    variable > 0

        - subtract 1 from variable

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alastair

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