justifun's Recent Forum Activity

  • In order to compensate for different resolutions etc, you need initialize your game at the start based on lots of different variables. You can look up information such as screen width, orientation, desktop vs mobile etc and then adjust your artwork at the start of the game so that when it plays it utilizes different scales or speeds or artwork.

    So for example, you could change the paralaxing speeds of your backgrounds depending on if you are on mobile or on desktop.

    At the beginning of the game check the type of device its running on, then adjust accordingly.

    You could have completely different artwork for small screens vs large ones. depends how complicated you want to get. The easiest solution is to design your game with these restraints in mind. Place the information you need on screen in clever places, or take out un nessary things if you are playing on a tiny screen for example.

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  • I tried it on a motarolla xoom with their default browser and it ran very slowly (canvas 2d). i'll see if they can install chrome on it and run it again. And i'll try the kindle fire and report back.

  • Anyone testing on an original kindle fire? How's the performance, do any of the browsers you can get for it (stock, firefox, chrome, opera) support directcanvas?

  • Here's a decent free one too

    code.google.com/p/grafx2/wiki/Downloads

  • Here's my demo reel. I'm a professional animator by trade.

    youtube.com/watch

    I've spent 2 years in the game industry on top of the TV/Film work i've done, I worked as an animator on the Bourne Conspiracy and Dark Void.

  • You can use the exporter awesomonium to do that.

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  • Is there a difference between the create object action and the spawn action?

  • There's several ways to create a boss attack pattern.

    One is to brute force it and simply create a series of events to take place one after another. EG: move 100 units forwards, play attack animation, move 10 unites back, heal, etc.

    The other is to break each attack/movement/powerup into seperate event groups, then use a main event to trigger enable each group as needed.

    eg: you have a group that has events that move your boss forwards then attack.

    call this group "basic attack" and disable it.

    Then in your main event, once the player gets to the boss area, enable the "basic attack" group. This also allows you to randomize the smaller sets of attack patterns as well (eg: if he's less than 20% health).

  • I'd like to make a pixel art looking game, but i want the pixels to look really big, kinda like the game Tiny Tower.

    Screenshot here:

    lh3.ggpht.com/ennz0LbWEim0UilZ-gkOSQOm5AX8ai2owHM2E9L76mXmuQxdlQU_1q8S0jjesw9pwk8=w705

    I'd really like to be able to see the pixels even on a high resolution display like a retina display ipad.

    Is it best to create it in high resolution and each pixel will simply be a block of 8 pixels or something?

    Or would it be best to do all of the art at 320x200 and let the device scale it up really big?

    thanks.

  • I'm no expert, but it seems like after you run the program once, it will create the extra folder that you just need to make sure you upload along with the rest of the exported folder data to where ever you will be hosting it.

    Here's some info on mime types and html5 and how to edit them

    html5rocks.com/en/tutorials/appcache/beginner

  • A different solution might be to create an invisible circle sprite when a bomb explodes, and then check which other bombs are overlapping it. You could change the scale of the radius for lots of different occasions based on your gameplay.

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justifun

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