cesisco's Forum Posts

  • Ok no problem.

    Setting stepping interactions to 12-7 makes this particular issue a lot better, but this will not decrease the overall smooth and framerate of the game?

    I have 2 finished games saved by the balls (89 levels) and a new one (70 levels for now), and in these games you can find all kinds of Physics situations, and with release 80.2 all works very well with very low stepping interactions. For now i will keep testing with release 84 and i will report to you if i find other problems.

    Tks

  • Ashley, please take a look on this, because i have a lot of Physics games projects, and this make impossible to people make games like angry birds.i know this is a beta release but i think Box2d in release 80.2 it's better.tks

  • Hi, i have a couple of Physics games,one of them is saved by the balls,and after i played the 89 levels of this game with a exported version r80.2 and r83 i realized there are some issues in version r83.

    -in some levels my character(ball), rolls from a standstill position with no reason.

    -when several blocks are piled, physics acts in a strange way, check this.

    Physics r80.2

    Physics r83.

    The collision mask is set to bounding box in both versions and minify script is unchecked.

    tks.

  • Very cool indeed!

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  • Hi, my setup is Godaddy host(deluxe plan) with wordpress, godaddy have a "easy installer for wordpress)ckeck my site(not finished yet).

    http://www.cesisco.com/

    godaddy host prices

  • Hi,if someone is interested in play Saved by the Balls, the game is now in my own host, here.tks.

    Saved by the Balls

  • Awesome game!! I played all 82 levels and it's great how the difficulty varies within levels and I have to say it is very addicting. Great job!

    Hi, thanks, you are only the third person i know that has finished the game, because everybody tells me the game is too difficult for the average player!

    Here(wix site) you can find a new version with a little upgrade in background graphics.

    cheers.

    Saved by the balls

  • eh eh no problem :)

  • Kyatric ,thanks i froze up and i didn't touch anything :)

  • ufff.. thanks!

  • Hi i don�t understand this change:

    "Event groups with the same name in different event sheets can now have different activated states. Breaking change: 'Set group activated' and 'Is group activated' used to be able to affect event groups in different event sheets. Because of this fix, these can now only affect event groups in the same event sheet, not counting includes. "

    Usually i have most of the groups in the main eventsheet and this sheet is included in the other level sheets then i activate/deactivate them.Now my finished game doesn't work because of this, how can i fix this?Of course i can make the events in other way, but this was the most logical way to do.

  • sqiddster, ok, thanks.

  • Hi, do i have to export my game from release 80 or the webstorage implementation is in scirra arcade itself?Can i export from previous releases and get the webstorage to work in scirra Arcade?Tks

  • Let's say you had a sprite called CursorSprite that you wanted to use as your mouse cursor. You set CursorSprite's position to Mouse.X and Mouse.Y every tick and hide the default mouse cursor by setting the Mouse's cursor type to "none".

    Then you only test for the CursorSprite's position. Instead of doing "is mouse over object?" you do "is CursorSprite overlapping object?" And instead of comparing "Mouse.X" or "Mouse.Y", you compare "CursorSprite.X" and "CursorSprite.Y". The only mouse conditions you would really end up needing are the "On button clicked/button down" conditions.

    That's how I do it anyway.

    Ok thanks a lot!