I actually made an animation class that works exactly like in C*SDK, although it lets you choose all the frame you want without the need for them to be consecutive.
So yeah, you can know at what frame the animation is and do something, or if the an…
Thanks to everyone that has got it! (:
@adnaan is that good enough on that device? Not much of an android guy there, so I don't know the specifics.
One other way to do it would be to move the player instead, fixing the level to it's X, like I've don…
Actually, not. Because you would setScale to the correct size from 2.13 using a proportion 2.13 : 1 = 2 : x . I can see why you would want such a feature, but honestly it wouldn't be a showstopper for me, nor for any of the customers d: But it's goo…
you could use 2.13x images then, or not? Those would be good on iphone 4 too since downscaling of so little shouldn't do art quality any harm (:
But in RPGplane (universal app I did with Corona) the art was very crisp with letterbox.
Umh, what I mean is that if you set it so that it scale to ipad while keeping the same aspect ratio, you will not get unsharp art. You will just get 40 pixel empty, 20 from one side and 20 to the other. So if you know that your on ipad, then you can…
I'm not sure I got the problem, but couldn't you just scale it at 2x, resulting into two black bars (or in any case 20 pixel for side not counted) that you will manage through code (use a bigger Bg, move layout etc)?
This is usually what I do with …
Ok, this code here doesn't leak to me (: (or better, it does only once, then memory gets ok.)
So problem seems definitely calling collectgarbage right after nilling.
s = collectgarbage("count")
The collectgarbage after a nil doesn't always catch it up immediately.
But I wouldn't bother much with those small leaks honestly, as long as they don't get out of hand.
Just avoid the use of globals as much as you can d:
Aaaand, here we go (:
The Runner Template for Gideros Mobile is done.
You can get it directly there, going through paypal (;
For any question, you can mail me at hachisoft[at]hotmail[dot].it, or directly here (:
Thanks, it has its positive sides once all the pieces come together (:
For example, with my AnimationManager class, I put a self:pause() call and a self:play() call in addListeners and removeListeners of my main player object to make it pause its an…
Yup, but as I stated above, that way kinda drags performance. Reading from a global variable instead of a local takes 30% more time, and it's a check in each one of the enterFrame events. I'm kind of a performance/optimization freak d: .
But I used…
Lol, no big brain unfortunately xD, just much experience with lua And obviously Gideros merits!
I didn't have much time this evening to spare for the template, but I made some progress (:
I messed around with physics, I like the controls that Gider…
Umh. Not sure if I got what you mean, but basically as you said you should compare the tile where your player is to the tile that "should" be the destination. If it's a no good tile, than you don't move the player, else you do.
If the problem is kno…
At the moment I'm more than impressed (:
The code runs fast, and the only thing I can see is the little hiccups of when the lua garbage collector kicks in. I like the idea of separating the events like touch for each action (down, up, move),…