justifun's Forum Posts

  • check this out

    https://dl.dropboxusercontent.com/u/403350/example.capx

    See how i looped through the tilemap and if the tile was a "sign" tile, it placed a red solid square overtop.

  • You can have it check the value of a tile, you make a loop that goes through each tile once after creating them, and if its equal to the value you want, then you can make it do something.... i think i have an example capx. lemme find it

  • You can have it check the value of a tile, you make a loop that goes through each tile once after creating them, and if its equal to the value you want, then you can make it do something.... i think i have an example capx. lemme find it

  • Why are you getting all of those lines between your tiles?

  • One other way to approach it that i just thought of, is that if you only want items to spawn above your ground tile, then while spawning your items, use a "pick by evaluate" to only pick tiles with the bitwise value that equals your standard "ground" tile, then subtract the tile height (eg: 16). Thus they will only appear above the ground, and centered in the correct location.

    pseudo code

    pick all tiles = tile.bitwise = "ground"

    randomly pick how often a item should be created eg: 10% of the time

    for each tile -> spawn item at tile.x, tile.y-tile.height

  • Out of curiosity, are you creating tiles across the whole map, then randomly spawning those blue boxes and deleting the tiles that they overlap?

    then running the bitwise update to calculate which tile look goes next to each one?

    clever way of doing it.

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  • After spawning the object , set its position to a rounded value of a multiple of 16

    you can also destroy it if it accidentally appears on top of a ground tile.

    or in your spawning code, only create it in the first place if the value its going to "attempt" to spawn it on isnt a ground tile (unless you are trying to do some sort of digging mechanic.

  • There is also a tutorial by ashley

    https://www.scirra.com/tutorials/537/ho ... svn/page-1

  • If you save the game as a project, instead of a "single file" you get an unzipped version of the capx basically,

    dunno if svn or git is best though.

  • Or another idea, is to make a counter for the button. on the first tap, it remains highlighted, but if the counter = 2 then activate whatever the button is supposed to do.

  • You could cheat it so that when you touch, you move an invisible sprite object to that location, and use a "sprite 1 is overlapping sprite 2" condition.

    thus, it will remain highlighted while those objects are overlapping until the user presses somewhere else.

    just make it a small object whatever you end up using

  • Ok, silly me. If anyone else runs into this. Make sure you unfold the little dropdown arrow for the certificiate entry in the keychain, and right click and export that key file instead. Don't click the certificate.

  • https://www.scirra.com/tutorials/72/how ... per/page-3

    When i get to the step where you are supposed to select your IOS developer certificate and choose Personal Information Exchange (.p12) when exporting my developer certificate , its grayed out <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

  • It works on the ouya. But not on the amazon fire TV. So it could go either way..

  • https://plus.google.com/u/0/+AndroidDev ... DbmRW7QH5R

    Google Play Games has added the ability for players to find each other nearby in multiplayer games with the latest Play services update. Through games that support Play Games multiplayer, players can now invite others nearby into the same game when starting a multiplayer session, creating more local competitive and cooperative experiences. Learn more about Play Games services and multiplayer support here. (http://developers.google.com/games/services/)