digitalsoapbox's Recent Forum Activity

  • Over 600 views and not a single reply? Hmm.

  • I've put up a copy to test here:

    site.digital-soapbox.com/temp/sombrero

    You'll notice some weirdness in the way the walking sound & particles are triggered, even though the action that control it are very simple. Walk to the right, it works properly. Walk to the left, and it only triggers half the time. Maybe it's a collision problem connected to the falling through issue with the Jump-Thru behavior?

    Here's the code:

    <img src="http://site.digital-soapbox.com/temp/sombrero/collisionissue_01.jpg" border="0" />

    It just checks for a collision, then triggers the sound & particle effect - there's no reason it should be different depending on which direction you're moving that I can tell.

  • linkman2004

    Is there a way to limit the Zoom to contain? Something like a min/max zoom? Right now, with parallax/layer scaling turned on, it's going past what should be the "edges" of the level when zooming, going to the edge of the largest layer.

    It'd also be great if there were some way to set a minimum zoom, so that when, for example, two players are near each other the screen isn't zoomed in so far that they can't see the playfield around them.

  • Link to .capx file (required!):

    pixelmetal.com/temp/sombrero_test_01.capx

    Steps to reproduce:

    1. Approach jump-through tile from left and at a greater y position, travelling up-slope

    2. Fall through

    3. Rinse, repeat

    Observed result:

    Falling through jump-thru platforms when approached from below (great y position) and to the left, and going up a slope.

    Expected result:

    Not to fall through jump-thru platforms. This error only occurs when approaching a jump-thru platform from the left and at a greater value, and when travelling up-slope.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Win7 latest

    Construct 2 version:

    r148 beta

    Ashley

    This is a bit of a game-stopping bug, and previous mentions in the forum always mention the issue as noted/fixed, but that doesn't seem to be the case.

  • I think it's best people show me what they're capable of, if I think you're up to the task then we can talk figures. :)

    That goes both ways. Could you point out some of your marketing success stories on mobile?

  • Seconded. This would be extremely useful for creating multiple builds at once.

  • My experience with the absolute randomness that is App Store rejection is that pointing out things like similar products can be helpful if the reviewer on the Apple side actually cares about their job, which is extremely hit or miss. When I've run up against a wall in the past, which has mostly been for client projects, I've just changed the name and resubmitted as a new app after pulling everything I can about the previous version out of my Apple dev account. On one occasion, I simply removed a single space in title, sent it in as a totally new submission, got a different reviewer and it was approved almost immediately...well, immediately in Apple-world time, which was about a week.

  • Without knowing the number of assets that need to be created but guessing based on the description, that doesn't seem like a very big budget for the time investment that would be required to create what you're looking for.

  • You can re-appeal the decision, but go into it with examples of products (preferably those doing well with good ratings) that traverse the same comedic territory. If you get a response to that, my guess is the real reasons for your app being rejected will become more clear.

  • Hi,

    One difference might be that the preview does not use compressed data.

    Have you tried checking the speed with uncompressed data in the exported package? Just unzip your .nw file (and delete the .nw), and see if it makes any change.

    Would that affect results after everything is loaded into memory, though? My understanding is that images, etc. are uncompressed when loaded into memory, so their initial state shouldn't really be an issue.

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  • If you want to do classic point & click, then Adventure Game Studio is probably the way to go - it's exactly what it's designed for, and since it's been open-sourced it's now available for iOS & Android, though the Android version isn't quite ready for prime time. Gemini Rue, which was recently released for iOS, is all AGS, as is (I think) every game from that developer/publisher, Wadget Eye Games.

  • Memory usage never really goes over ~12MB, loading a TMX file (through the TMX importer plugin), spawning the tiles & comping to the large Canvas objects. It spikes a little at level load time (maybe ~14MB) and there's a slight hitch in the framerate as everything takes place, but nothing that can't be hidden behind a short loading screen, which could be skipped on future loads by saving the state of the game right after it loads the level to a unique save state for each level in the game.

    EDIT: I should probably mention this is all running in WebGL on the desktop, so I don't know what performance would be like on mobile devices, which aren't really my targeted release platforms.

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digitalsoapbox

Member since 21 Aug, 2013

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