
PKrawczynski
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PKrawczynski reacted to a post in a topic: Spine plugin - utility function to create character from multiple skins
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@enpu took quick look and I'm not sure if I made mistake or if it doesn't work yet. I've attached modified example with "CombinedSkins" scene, and I've added art files as well plus json config. It displays naked body when first skin is "WhiteSkinTone" (and nothing else), however when I change first array element it display that element instead of body (so if I put "PirateCyberHat" it does display hat but it stops displaying body). Basically it disregards all other elements that are in array except first. results.zip
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PKrawczynski reacted to a post in a topic: Spine plugin - utility function to create character from multiple skins
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Hello, as We've discussed on twitter I'm posting request on forum Phaser has a very neat utility method called "createCombinedSkin" which takes array of values where first value is string name that user can later call to display complex skin made of multiple skins and following values in array are names of skins themselves that will be used for that combined skin. That way you can easily create customizable character made from multiple elements like ie. ["body_male_1","eyes_small","nose_huge","chest_armor_gold","leg_armor_plate_3","shoes_silver_17"]
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You can't. Even when ios6 and android 2.x will be only 10% of market a lot of publishers will just refuse to buy your game. Im really glad and happy that Ashley did understood our case made on scirra forum, because it was severely needed by all members that use construct2 to actually make games that sell
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Hide Safari address bar on iOS 6 in Construct 2
PKrawczynski replied to K1kk0z90's topic in Coding and Game Design
Please, everyone that uses construct2, lets try to change world a bit and make it better, http://www.scirra.com/forum/bring-back-usefull-construct-fullscreen_topic85503.html go there and sign it if you agree that construct2 needs meaningfull fullscreen workarounds otherwise we will stop upgrading wchich is bad.- 5 replies
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- safari
- address bar
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(and 5 more)
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iprasila reacted to a post in a topic: whats a good tablet to buy for testing
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Thanks for sharing! Could you maybe say on what portal you published your game to get that 10$ daily on leadbolt ?
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You can buy ipad1 for as cheap as 175$ if you search long enough If you are going for android try to find something with around 2x1ghz as this is pretty mediocre cpu used in wide range of devices and probably you can get it for 100$ as nexus7 can be bought on amazon for 200$ (and it does have quad cpu) Overall I would say "good" devices to testing are the bad ones. If your game can run at 30 fps stable on mediocre or worse tablet, it will run perfectly on better devices.
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I would highly recommend construct2, as its fairly easy to learn, doesnt need code at all, and all logic can be laid out visually in so called "Event sheets" by user plus it comes with great examples so im quite sure it would be of great help to understand all of this to you Its also entirely free for non commercial uses and can export to html5 - wchich can be viewed by users on tablets without any problem.
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Is suboptimal performance normal with phaser?
PKrawczynski replied to PKrawczynski's topic in Phaser 2
Yes basically any demo from test suite doesnt run well for me but maybe because i kinda expected 60 fps and Ive tried demo examples from various engines - so far I see that canvas rendering is very struggling with large bitmap moving in the background. -
I really like this engine, only thing Im not really happy with is that every single demo that features scrollable image on screen - lags pretty badly on my desktop and ipad (it works okayish on iphone though - around 30fps). Is it because of typescript and targetting es5?
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How to combine multiplie js files into one
PKrawczynski replied to PKrawczynski's topic in Coding and Game Design
Hey, Ive just moved from flash here, as well so I had same confusion. You should divide your code normally as you would with flash, into objects. Working with assets is quite different from actionscript because from what I see everything should be loaded as nothing is embedded into game - because its javascript. So your whole game.js is loaded into webpage at start and then you load preloader assets, after wchich you create preloader that displays progress of loading rest of game assets. Rich was kind enough to post his boot and preloader on phaser forum within this topic: http://www.html5gamedevs.com/topic/1198-downscaling/ -
How to combine multiplie js files into one
PKrawczynski replied to PKrawczynski's topic in Coding and Game Design
If you could possibly post that GruntFile.js that would be great Thanks I will take a look at that as well - is it hard to start with?