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Ben Jones
1,513 followers -
Expect, different!
Expect, different!

1,513 followers
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My game is finally live in Google Play. It's only 1 level for a demo for my students. When I get time I'm going to update the splash pages and add a few levels but I'm very happy with the first version. Built using Quintus Library and packaged with Adobe Phone Gap. Hat tip to Peter White Aashish Manandhar for their help.

How do apply "rules" (as such) to different scenes? My 2 scenes appear to have different rules and are conflicting. I use
   .setup({
      width: 320,
      height: 180,
      scaleToFit: true,
   maximize:true
    }).controls().touch();

To setup my display. I then have 2x scenes:
   Q.stageTMX("level1.tmx", stage);
   Q.stageScene("hud", 3);

The HUD is effectively having different display rules. So the stage appears constrained by 320x180 established in q.setup but my scene layer 3 appears to run under different css rules? The stage is scalling while the 3 layer is full screening.

Any ideas would be appreciated.

Ben

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Things are progressing, my last hurdle seams to be auto rotate? I have discovered by disabling the "file://" check in quintus.js that Phone Gap Build will nicely package everything for mobile devices (exactly what I want to do/teach my students). Only the screen rotation kills it. I've tried a few hacks with a resize listener/CSS but can't seem to get any better behaviour? You will understand my problem by loading http://benpaddlejones.com/myplatformer on a mobile device and rotate the screen. It has different behaviour depending on if you start on portrait or landscape (both not very nice UX).

Some of the ideas I have had:

window.addEventListener("resize", function () {
 Q.clear("scene");

 body.style.height = window.innerHeight;
 body.style.width = window.innerWidth;
 Q.setup({
      width: 320,   
      height: 180,
      scaleToFit: true
    });
 
});       

Ben
       

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Hi all, a few noob questions:

I think this is my limited understanding of OOP. I use stage.add("viewport").follow(player,{x: true, y: true});  to follow the sprite. At the end of the game I want to return to the centre of the screen. According to http://www.html5quintus.com/guide/2d.md#.VVnalLscS5h I just need stage.unfollow() or stage.centerOn(x,y) but I get an "undefined" console error. I'm assuming I need to put an object before but can't work out what?

Also "\n" is not parsing for a Q.UI.Button

Test here: http://benpaddlejones.com/myplatformer/ I've rigged it so just walk to the bee to end 

And download the JS http://benpaddlejones.com/myplatformer/scripts/game.js

Ben

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Hi In the process of learning Quintus using the Zenva course. I'm currently trying to add a HUD. I have successfully created a HUD that applies to the scene. But Because I'm using "stage.add("viewport").follow(player,{x: true, y: true});" The HUD is out of view. The documentation seams to say this is just how it is? http://www.html5quintus.com/guide/2d.md#.VViJvI0bDSE

Example here: http://benpaddlejones.com/myplatformer/

Ben

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My Friday... #woot  #driving [groan]

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