MrClifford's Recent Forum Activity

  • Ashley Publisher's are prepping Steam release and they've been notified by Steam that the .exe on the win32 version has been flagged on VT by one vendor for malware. I'm assuming it's a false positive but seems to be affecting all win32 nw.js builds. I've tested another game and the win32 .exe is also being flagged.

    "Your app's executable was flagged by some antivirus systems during a VirusTotal scan.

    virustotal.com/gui/file/8391c3a9722d494fb01403317b3180b443e50f6e7d0fd67a30d5ac449ba33983

    Even if these matches are false positives, antivirus software on your customers systems may prevent your application from running. In some cases, you may be able to submit binaries to the antivirus vendor for whitelisting. Please check the above report for your application, and follow up with specific vendors if appropriate. We recommend resolving this issue, but this won't prevent your game from releasing."

    Want me to file a bug report or is this fine here?

    Cheers

  • Good stuff, hope it all works out and worth checking the poly whenever you pop a new sprite on that's going to have collisions.

    Loving the simplicity of the graphics btw, looks cool

  • No worries, that's only a simple way without using arrays etc, but the basic logic still stands - check, get, set.

    As for your other little issue, like XHXIAIEIN said, check your image points. 1 pixel down on 1 sprite can cause this, or it could be the collision points. Make sure the collision points are all on the same Y - again, if your collision point is set one pixel higher than the other frames, it can cause the issue your experiencing

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  • Excuse the phone screen shots but here's a couple of an example of a simple local storage

    On the start of layout check the localstorage key exists. If it doesn't, set the key (in my example I needed 0, so for a highscore you'd want 0 too), then check the key exists again (which it now will)

    Then on key exists - get the key.

    Then you can set your global variable to the key

    Now you've sorted the loading of the localstorage key you can think about saving the variable as local storage

    Localstorage - set variable to localstorage key

  • Give your walls the solid behaviour. In the bullet behaviour there is also a bounce off solids property. Add some events to trigger things than can happen when a bullet hits a certain wall type i.e spawn another object (explosion sprite) and destroy the bullet or change bullet angle and velocity when bounced off a wall

  • You have no trigger when the purchase is successful

    Mobile IAP - On product "alljobs" purchase success > add something

  • Just checked out the game - particles would be your quickest and easiest bet

  • No problem, hopefully will save you some time in the future. And that's just a sprite. Same goes for a tiled background though, just over run the viewport to cover different aspect ratios

  • You need to specify the layer by name, in this case Move to layer "Game version (Overridden)"

  • Can you post some of the code to what your trying to achieve?

  • System - compare two values

    Make the block "OR"

    Add more values

  • Letterbox scale isn't ideal when catering for different screen sizes on mobile, as even though you can change the colour of the bars, its limited to one colour. So if your game has multiple different backgrounds, you'll end up having bars just in a different colour.

    Try full screen mode: scale outer and set your backgrounds around 20% larger than your viewport. This means you can have a range of different backgrounds that'll fill the whole screen

    Here's an example of how it looks and displays on a 20:9 device/1080x2400 (pixel 6)

    On a regular 16:9 device the "fire rate" bar and buttons would be perfectly level with the bottom of the screen but because the aspect ratio on this device is so much longer, I've extended the background to cover - just have to make sure the background looks right with the UI

    Edit: blackbar at the top varies from different devices - this is because when exporting I opted not to have notification bar hidden. This helps with phones that have the camera in the screen rather than above it, none of the game is hidden by the camera. On phones where the camera is not in the screen, you would see normal notification bar with time/notifications. Pixel 6 requires you to pull down from the top to see the time when a game is running FS

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MrClifford

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