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Is it possible to scale objects without the smoothing? I absolutely hate the smoothing that gets applied, and I always set to 0 (maximum speed), but it acts like 1 (maximum quality) on android. Is there any way to disable this?
I found the reason, there's a checkbox in the project properties "smooth resizing" I unchecked that and it works as intended, though it seems that you can either smooth things out or not, there's no way to do both (within the same object at least).
I can't find anything about them being supported in the documentation. I'd like to generate a few codes to give out free adfree status and the extra character to some users who have been extra helpful to me with bug tracking in my game Gobs of Ghosts.
Hi Guys, I am just a week or so away from my next release! Gobs of Ghosts is an action platformer in a 1 bit graphical style. The game is a sister production of Demon Castle Bloodstained Night, so the gameplay feel is very much the same. It's 5 levels long, with big boss fights and tons of action! I hope you'll give it a try when it releases soon!
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Great game, love how it's very much inspired by Castlevania. Reminds me of another indie game called Pixel Staff. One thing I would fix is the controls, looks like you are not using multitouch at the moment which causes jumps to be a bit odd at times.
Could you elaborate a bit? I am indeed using multitouch. What problems are you running into? I'm about to release another game with the same base engine so anything you could tell me would be incredibly helpful.
Hey everyone, I've finished Demon Castle Bloodstained Night. The paid version is on Android, but the PC version can be found for free on itch.io links are down below!
It's a short little action game with about 13 "stages" and 5 Boss battles. I hope you enjoy it!
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I guess you didn't actually try the mfa. When you press either right or left, the on screen direction indicator will light up. There is no rollover problem because it only fails like once in 25 jumps when you change direction in mid air. Ive tested this well over 50 times and I can definitively say it's not an overrun problem. The issues further appear in the Android runtime (despite having no keyboard controls). Both the keyboard condition and the touchscreen condition run the same event on the PMO object. It simply doesn't trigger. That's what makes me think there's something going on with the PMO.
Ok guys, I have literally spent hours of my time trying to track this down and I've come to the conclusion that it's got to be a fusion error.
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So the PMO breaks sometimes. While jumping and changing direction in the air, it just sometimes...doesn't. It doesn't even register the arrow key press (The corresponding on screen direction will NOT light up). It's like the fusion runtime is just losing keypresses. Play around with the mfa above to see what I mean. I've pared this down to like 30 events from ~2000. It actually happens in the android runtime too. It only seems to happen during changing directions in the air. There's nothing in my code that would cause this from what I can see.
Please login to see this link. about 10 minutes in it starts happening to me there as well, this was recorded live on my android phone.
Seriously, what is going on here? This is the 3RD project now that has had unfathomable errors (The first was fine collision errors). It seriously seems like fusion 2.5 is starting to get progressively worse with each build, more and more errors.
Any help would be greatly appreciated. I'm pulling out what little hair I have left.
I'm at a loss. This only happens on Android. I'm using the PMO, the blocks are quick background objects. I'm using fine detection. This has plagued two of my projects now! Someone please tell me what is going on here!
Is there any way to preload Admob interstatials? I'm seeing loading times of 15-18 seconds, which doesn't sound big, but I'm loading them on my Game Over screen, and that's pretty long for a screen I'd expect a player to spend 10 seconds on.