Gillis's Forum Posts

  • Great tut Arima. Faved

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  • Kudos for digging to find the answer. You have the right mindset. It is good to learn 'For each' I wont say since others have covered it but the good news is that for each is a universal programming concept that you can read about in lots of books too or even watch on youtube. The basic concept is that you are iterating through a group of similar objects to 'do something to' or 'glean something from' them all. Perhaps increment a local variable, test their X position etc.

  • This is an interesting discussion. It really should come down to your target platform. If you only want mobile then try to spec a format that works well in that resolution. Somewhere floating around this forum someone posted an infographic on native resolutions for all major cell phones. Drat.. I cant seem to find it. Interestingly I started working on my game assests so long ago that 800x600 was my target resolution.... no one uses that anymore. Try to factor in the future too Are you going to be using a grid / tile-set design? If so you might want to ensure the tile size is divisible by the resolution to a whole number. Some topdown shooters use a longer Y axis than X axis if I remember right.

    Sorry I'm not much help but maybe there are some good ideas to get you thinking.

  • Thanks Eyez. I completely agree with that.

    Your game looks fun!

    I like the idea of a free web edition that runs in a limited fixed resolution to help build an audience and a full screen paid edition. Ads in my book would be off the canvas or maybe visible in a full screen browser game... It is true that some people just don't lke ads and will not tolerate them no matter what.

    Happy creating guys.

  • I think ads on a website are acceptable (off the canvas) as long as they are not everywhere To have a single adChoice or amazon type strip banner docked on the top right seems acceptable. I will even click on them if I like the website and then quickly back out. target _blank is a must for canvas games anyways.

    Dan

  • Have you guys had good response from indiegamestand?

  • Thanks all. I have had an amazing outpouring of support so far.

    -Dan

  • Thanks all! Video up!

  • Thanks guys!

    OddConfection Thanks for the excellent advice.

  • It is finally done! Made completely with C2! I would be thankful for any votes!

    http://steamcommunity.com/sharedfiles/filedetails/?id=287685286

    -Dan

  • You can easily do collisions with particles like this...

    Enjoy

  • I had this same problem when using the save \ load features. Objects would exist but would disappear after a load and just act strange. Can you attribute the disappearances with occurring after a "load" Switching to Webstorage fixed it for me.

    I didn't do a bug report either due to project size.

    Good luck.

  • My game is quite large and I found that using save/load worked well and was super easy but after a load sometimes objects would disappear randomly and I have a feeling that somehow items were left as artifact UIDs... I don't know. I switched to a webstorage save system where I save only the arrays and variables that I need to save and things work much better. I just like having the control of what you are saving... Having said all of that, I think the save\load is such an amazing feature. It can work for a quick solution. (Why haven't I submitted a bug?... I use addons and I have an excellent workarround) For saving things like bindable keyboard key values Webstorage is a great choice too.

  • nevermind guys. The last time I tried audio without preload was version 70 It is working much better now without preload

  • Does anyone have a copy of this? The link is dead.