digitalsoapbox's Recent Forum Activity

  • No problem, glad to hear it worked!

    I know this is an older post, but I also noticed that if there's any kind of delay on the weapon firing rate, if player 1 is firing then player 2 is unable to fire. If Player 2 is firing, Player 3 is unable to fire, etc.

    Example .capx:

    dropbox.com/s/qhnpvol91w8k5dp/tank_firerate.capx

    <img src="https://dl.dropboxusercontent.com/u/14245368/firedelay.jpg" border="0" />

    Any ideas on a way around this?

  • Pretty awesome, and working flawlessly! Thanks linkman2004!

  • If you right click on Global Variables you can move them to another event sheet, then just copy/paste the events (even better, copy/paste Groups) you want to move to the new event sheet - hopefully that will reduce your need to restructure too much!

  • maybe you don't know how but how does youtube and netflix work then because it does not mirror the device

    What newt said is accurate; Chromecast is not a full-fledged Android device out of the box and can only run a small subset of apps. Streaming video from a service is not the same thing as running a full-featured Android app.

    If you're trying to test for future usage on Nexus TV, and assuming that's a full-fledged Android device, something like the MK808B or other, newer Android PC on-a-stick devices could serve as a potential testing platform - assuming, again, that the Nexus TV will be a full Android install with Google Play support. Those Android PCs are pretty powerful for their cost ($40ish-$100ish), and also serve as a good testbed for Ouya and Gamestick.

  • Try using a tiled sprite or a 9-patch instead of the sprite object.

  • Yep, it's working great in r153. Pegged at 60fps on every desktop I've tried it on, including some older machines that would only reach around 45fps when full-screen with previous versions. Words alone can't express how happy I am that this is implemented.

    <img src="http://i1280.photobucket.com/albums/a485/katiicombs/Gif%20Collection/bth_300-rainbow-puke.jpg" border="0" />

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  • >

    > > BTW, Gemini Rue only got released in iOS because it was totally reprogrammed from the ground up - nothing to do with AGS itself really, although the open sourcing obviously helped!

    >

    > This is wrong. Gemini Rue uses the iOS port of the AGS engine; it wasn't remade from scratch. There are some details about changes made for tablets in capsulecomputers.com.au/2013/03/interview-with-david-and-janet-from-wadjet-eye-games Many of these things would be done on the game level, not the engine level. And Janet Gilbert says:

    >

    >

    > > The engine-level technical challenges were mostly handled by the AGS porting team ? so a big thank-you to everyone on that team, especially JJS (Jochen Schleu) who fixed so many tricky bugs in the engine for me!

    >

    > A lot of games work well in the Linux and Mac ports already. Obviously it's more work to adapt a game for mobile platforms (like making the hotspots larger or reworking the combat in GR for tablets).

    Okay, so I didn't make that very clear. What I was really getting at was that iOS and Android publishing with AGS is only possible with a lot of programming work and engine hackery. Their primary focus is simply running the AGS engine on these platforms, so a long way to go towards publishing.

    In my mind, this is the biggest problem with AGS (that and the lack of support for 2 screens!). In this day and age, I find it difficult to begin engaging with a system/engine that doesn't publish to multiple platforms. But you can always have hope for AGS!

    Mmmm, no. From the same interview quoted earlier:

    "The engine-level technical challenges were mostly handled by the AGS porting team ? so a big thank-you to everyone on that team, especially JJS (Jochen Schleu) who fixed so many tricky bugs in the engine for me!"

    I started using AGS back when it was still DOS-only. If the community is half as supportive as it was back then, there's a ton of support for getting your AGS game on any device you're interesting in.

  • I wouldn't mind seeing the "Active on Start" toggle back in there...

  • A huge "seconded!" for those conditions. If there were a way to read the milliseconds we're into an animation to more accurately match timing between animations, that would also be extremely handy.

    Out of curiosity, are there any plans to add animation blending? For example, running + shooting?

    Some way to grab control of a specific part of the IK chain (for example, accurate aiming in terms of the animation by controlling arm movement) would also be extremely useful.

  • Following a boundary/alpha would be very useful. It seems to be more of an edge glow than a post effect that would be based on threshold, right?

  • I really like your concept for the lighter jump-and-run. reminds me of super mario who grows eating mushrooms :D

    Thanks! And it's digitalsoapbox, but close enough! <img src="smileys/smiley2.gif" border="0" align="middle" />

    As for the game w/ the match/lighter, I've been debating about making it totally 2D rather than 3D and doing it in C2, which could definitely handle what I originally had planned. I figure w/ Spriter working pretty well even in its beta state, it's a bit more likely to be completed than when I'd originally put the concepts together a few years back. These days, it'd be much easier to go for that Chuck Jones-style WB animation it needs to have to get the right tone across.

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digitalsoapbox

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