BadMario's Recent Forum Activity

  • That's 12 years of using a product that needs to pay employees to keep it fixed and updated while making only one payment. The cost of maintaining such software over the long-haul exceeds the income of a one-time payment system.It's not a long-term, sustainable method of income.

    Not sustainable? Bill Gates and Steve Ballmer made their money before all this rental ******** and they are worth about $160,000,000,000 And that's just the top 2 guys.

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  • No difference between tests 1 and 2 on my laptop, all the way to 3000 ants

    With solid behavior added to ants, things do deteriorate pretty quickly.

  • You have to decide what the target devices will be. In any case 4:3 and any other ratios would simply display extra background you have there.

    You can make sure menu elements are always visible on top, bottom, wherever you want them by setting their position to ViewportBottom/Top +- offset and so on. ( Which is the math you describe doing in your app I guess )

    It's just a matter of how much you really care and how much work you want to do to cover all the bases.

  • Simple, have 3 sprite fonts, one white, one green, one red and display text accordingly

  • Game window of 450 x 800 for portrait or 800 x 450, 960 x 540 for landscape. Those are 16:9 HD tv ratios.

    Layout set to same ratio , but much larger size, real HD 1920 x 1080. full screen scale outer setting.

    On start of layout scroll to center of layout ( 960,540 ), create a guide sprite ( just a rectangle ) size it to your 450 x 800 or whatever game window size you use and place in the middle ( 960, 540 position ).

    Now have all of your content fit that rectangle.

    Outside that rectangle fill with background graphic or graphics.

    That seems to work for me, with the added benefit that you can play it at full screen on desktop too, esspecially if you are creative with your backgrounds.

  • Looks pretty good and 3 years is a long time so I hope it sells well and you make some $$$$$$

  • It should only be Touch object is in touch. You should not have to touch the player sprite to move ( then you cannot see him, he will be covered by your finger )

    That way you can touch the screen anywhere and player will move left or right depending on which side of the screen you are touching.

  • centerX is a variable you set ( you can call it something different ).

    That value would be middle of your layout. So if your layout is 800 px wide, then centerX would be 400. Then you just compare whether Touch.X is less or more than 400. If it's less then you are touching the screen on the left side, if more that is the right side and simulate left/right movement accordingly

  • Is touching should be a separate evnnt and should have subevents: if Touch.X < centerX simulate left, else simulate right movement

  • What you are describing is pretty easy to do, depending on what exactly it needs to do it may take a day or two to complete and test, but it is definitely within Construct's grasp and easy to do.

    What scirra should listen to is making it easy to monetize games. The only ad plugin they have is admob and there is almost no way to make money with html 5 / web games which is absurd ( unless you code your own ).

  • I usually append numbers to animations so you can use the same actions to control all of them. All characters and their animations are in the same sprite and named walk1, jump1, for character 2 walk2, jump2 and so on

    say you create a variable called select then target each animation as "walk"&select or "jump:&select

    For character 1 you would set variable select to 1, for character 2 set to 2 and so on

    It was suggested to me that one could use families for this too. Put all of your characters ( if each is different sprite ) into a family and then you can control all of them by using these same controls on the family.

  • Depends on your setup. but

    The simplest way is to Every tick > set balloon.X to balloon.StartX + ( Camera.X + Center.X )

    balloon.Startx is an instance variable and you set it at start of layout to each balloon.X

    So if your center is at 960 ( middle of 1920 x 1080 HD resolution ) your camera starts there.

    Now if you move camera 100 px to the right balloons will move 100 pixels to the left relative to their original position

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BadMario

Member since 3 Sep, 2015

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