gaboduarte's Recent Forum Activity

  • Yay! I've started using Spriter for real this month, and the improvements are really showing! Glad I paid this pre-kickstarter!

  • I'm finally re-downloading the XCode to start messing around with Ejecta.

    Ashley, do you need any more help with this?

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  • Yay, new update with Ejecta fixes!

    I'm currently using CocoonJS (easier to test with the Cocoon App), but I can't wait to try Ejecta!

  • Guys, I know this is kinda off-topic but you've been active around here so I rather ask:

    What's the situation regarding app updates? I remember people complaining that if you issued an update to the stores, the game's saves would be wiped.

    Is that still happening?

  • Yay! Glad you liked it!

  • I usually set Vector Y to a percentage of its original value. (something like: "Set VectorY to VectorY * 0.2")

    It's less tight, but I think it's more natural... It really depends on the dynamics of your game.

  • It's nice to know a high resolution is working ok with both exporters, I didn't know that! Thanks for the info

  • hollowthreat

    Nice to know you had positive results with Ejecta! I intend to use it starting next week.

    Are you creating your project with retina resolutions? Do you think retina on the iPad (1536x2048) will hold?

  • +1 for that as well.

    As much as I like Spriter, it would be nice to see Spine here as well!

  • Hey russpuppy.

    For me, I'd be more interested in information about the project itself, and how to bring it into the iOS. I have lots of questions I'd totally pay to learn (a tutorial, or have a empty setup project) because I need to get a project out soon and I really don't have time to learn/experiment on my own.

  • Wow, I didn't know about this.

    But of course! It's your tool, you do what you want with it. I can imagine the amount of effort it took to build it, and I'm super happy with the results already! Thanks a lot man! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hi man, thanks for the quick reply!

    The problem with non-square textures is that the video card will always put any texture you have on powers of 2. So a 4096x256 image will actually use video memory as if it was a 4096x4096 texture, which is a lot - especially for a font asset! :-)

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gaboduarte

Member since 22 Feb, 2009

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