Search found 211 matches
- Sun Aug 24, 2014 10:17 am
- Forum: Your projects
- Topic: Cubenemy : Android game
- Replies: 35
- Views: 73075
- Wed Aug 20, 2014 10:26 pm
- Forum: Your projects
- Topic: Cubenemy : Android game
- Replies: 35
- Views: 73075
- Wed Aug 06, 2014 9:15 pm
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 383734
Ah, I get it. Everything in every list gets included? So does that mean my models, now spawned from AppState Level1 OnStart, include the renders and everything from my PlayerShip model too? I was trying to make it so I can access every part of PlayerShip from each of the EngineFlare models. So I can...
- Wed Aug 06, 2014 8:02 pm
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 383734
I just tried out the Model Inheritance, but I can't seem to make it work. I have a set-up where one model, called PlayerShip, spawns two EngineFlare models from it's OnSpawn-list. These two EngineFlare models have BaseModel set to PlayerShip. Somehow this crashes my game when I try to run it, regard...
- Thu Jul 31, 2014 5:35 pm
- Forum: Your projects
- Topic: Smallball HD
- Replies: 11
- Views: 28537
After a lot of learning as well as help from this forum, Smallball 3D (changed the name) now works well in Android and is available on Google Play! Check it out here : https://play.google.com/store/apps/details?id=neotronapps.smallballhd It's not as fancy as the desktop version, but it runs well and...
- Wed Jul 23, 2014 3:15 pm
- Forum: General discussion
- Topic: Android Icon
- Replies: 4
- Views: 6231
- Tue Jul 22, 2014 5:20 pm
- Forum: General discussion
- Topic: Android Icon
- Replies: 4
- Views: 6231
- Sat Jul 19, 2014 3:44 pm
- Forum: General discussion
- Topic: Android Icon
- Replies: 4
- Views: 6231
Android Icon
I have now tried every way I can think of to make my exported Android-apk display my included icon, but it doesn't seem to work. It is 48x48 pixels. Are there any other requirements?
- Thu Jul 17, 2014 2:35 pm
- Forum: General discussion
- Topic: Using KeyPress in Zxpression
- Replies: 2
- Views: 4642
- Wed Jul 16, 2014 10:55 pm
- Forum: General discussion
- Topic: Using KeyPress in Zxpression
- Replies: 2
- Views: 4642
Using KeyPress in Zxpression
I have searched around a bit for this but haven't found an answer. Can I use standard KeyPresses from code somehow? As my touchEvens are processed purely in a Zexpression, I thought I might as well list standard keyboard input there as well for consistency. If its not possible the normal way with Ke...
- Mon Jul 14, 2014 1:27 pm
- Forum: Extensions
- Topic: ZgeSL audio library for ZGE
- Replies: 12
- Views: 25869
- Fri Jul 11, 2014 10:40 am
- Forum: General discussion
- Topic: Level/world editor in ZGE?
- Replies: 17
- Views: 21724
As do I! An addition of something like described above, especially for GUI's and 3D-scenes, would no doubt make ZGE my main of not only game dev tool. And considering how much I like it already today, that says a lot. I can understand it won't go into version 3.1 though, already so much new good stu...
- Fri Jul 11, 2014 10:27 am
- Forum: Your projects
- Topic: My first game
- Replies: 5
- Views: 19161
- Tue Jul 08, 2014 10:37 pm
- Forum: Extensions
- Topic: Hekkus Sound System for ZGE
- Replies: 7
- Views: 21385
- Thu Jun 05, 2014 9:58 pm
- Forum: General discussion
- Topic: Level/world editor in ZGE?
- Replies: 17
- Views: 21724
I agree with the last post, and the earlier as well. As it is now, I use ZGE for smaller arcade-ish style games and Godot for more complex adventure-type games or games that require complex GUI's. I still prefer the workflow and philosophy around ZGE more though, so if a 3D-editor and/or a GUI edito...