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Messages - abuki

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iPhone / iPad / Android / Re: One City's Adventure for iPad
« on: September 20, 2013, 06:11:50 am »
Hi, great to hear you like it!

Yeah, all the graphic is hand-drawn and scanned to computer by Bara (my graphic artist).
In some scenes there is used a lot of png compression to the images, so it could look like made in computer, but all is done in hand.

iPhone / iPad / Android / One City's Adventure for iPad
« on: September 19, 2013, 02:12:25 am »

So my game is finally available for iPad:

I put a lot of effort to android version too (like compressing under 50MB, which was really challenging), but still waiting to sound atlases to release the android version.

Fixed Bugs (3.x) / Re: Critical bugs
« on: August 13, 2013, 01:41:10 am »
Ok, so!

1) Scales were finally fixed.
2) I copy and pasted all 50 pages of text line by line to attributes - which was really boring and took me almost 2 days, but it is ready.

Some other bugs were fixed too - like positioning and fonts and so..

Now I am finishing some small bugs and will be ready for app store upload, hope in few days.

Completed / Re: Scale Modes - Deciding what we want
« on: June 27, 2013, 06:38:32 am »
Scale to Fit (Fill)
Scales the screen up until the larger dimension fits the screen. Some content gets clipped.

Would like to see version where smaller dimension fits the screen. Typically side-scrolling or topdown-scrolling games would use that.
Because when I have long platform game with fixed height, I still cannot choose best from these options (letterboxing and distorting images is not real solution, but I know that it is there for simplicity).

Completed / Re: Scale Modes - Deciding what we want
« on: June 14, 2013, 12:27:08 am »
So then - perfect fit, scale to fit, scale to fill (aka stretch to fit with right aspect ratio) and full screen

Completed / Re: Scale Modes - Deciding what we want
« on: June 13, 2013, 01:48:33 pm »
- perfect fit - should have letter box just on two sides (bottom and top or left and right) but not on all four (happens on my ipad)
- fullscreen - ok, no need to change
- stretch to fit - would be fine, but should not damage the aspect ratio - should work as oposite to perfect fit - instead of adding letter box, it should cut the other two sides

Fixed Bugs (3.x) / Re: Critical bugs
« on: June 13, 2013, 01:17:01 pm »

1) This is not the solution,19831.0.html - it gives me old stretch to fit on my ipad3

2) this would be really hard work for maybe a few days to copy all text from attributes to blocks. Is this really the only solution? No plan to fix this?
I will see if I get the first problem working and then decide if I would transform all the texts.

Fixed Bugs (3.x) / Re: Critical bugs
« on: June 12, 2013, 11:16:50 am »
Hi, thanks for reply.

1) will try but I am afraid I have already tried that in March, but I will see.
2) it is adventure game, 50 pages of text stored in separated custom text attributes (in two languages), so that is the problem. Any idea how to get it working without changing and rewriting all the things about text?

Fixed Bugs (3.x) / Critical bugs
« on: June 12, 2013, 07:10:08 am »

I have a project made half a year ago ( and want to do an ipad/android port using 3.0
I started few month ago, but stopped the work in mid of march because of two main reasons:

1) I am not able to get right scale to ipad3
- I cant use full screen, because the scenes are small than ipad display, so I get black boxes on the bottom and right of the screen
- stretch to fit is damaging the image
- perfect fit - it is not actually perfect, because I get letter-boxing on all sides - not just top and bottom, but also left and right. But what is worse - the input is not working, taping on actor do not work, the result of event is moved a few pixels up and left. In other scale modes, it is working fine
- I would prefer to use perfect fit, if it would work

2) I am not able to print special czech characters

Now the question is - was there any progress in these issues? I tried it today (on ipad3) and it seems that it wasn't.
Any help with advices or workaround will be very helpful, I would really like to see this small adventure for free on appstore.

Ask a Question / Re: Can I Embed HTML websites into my Game?
« on: February 26, 2013, 01:49:23 pm »
It is not possible.
But you can use post block to download data from url and present them using drawing blocks.
I am using this to draw a leaderboard in one of my game.

Windows / Mac / Flash / HTML5 / One city's adventure
« on: December 09, 2012, 12:54:21 pm »
A detective adventure set in one city during one day. The characters of the story have to set on a journey where there are both ordinary and extraordinary situations that need to be solved. This hand drawn adventure game was produced in collaboration with the Auto*Mat Association and won czech contest "Open the eyes by game".

Play online:
Czech trailer:
English trailer coming soon

Well, thank you! The bug (is it bug isnĀ“t it?) is still there in v2.2. This really helped!

Ask a Question / Re: Speed of music
« on: June 26, 2012, 03:13:49 am »
So this is what I get:

We don't support this out of the box, and it's not something we have any plans for at the moment, unfortunately (priorities, etc...).

If you're not afraid of diving into code, you may want to take a look at this topic (, where someone implemented something similar using Flixel, the framework our engine is built on. I can't promise that will work with our version of Flixel, but it may be worth a shot.

A more brute-force approach would be to render each song at multiple different speeds and to perform a cross-fade creatively to achieve the effect you're looking for.

I will inform you about the progress (if there will be any).

Windows / Mac / Flash / HTML5 / Re: Ahoooj
« on: June 25, 2012, 02:46:05 am »
I love the way she gets angry when I hit something, but just a few moments later she is happy. If only real woman would be forgiving like that... ;)
Thank you! We too! You have to find the right partner ;)

Game was nice :) . Its only 1 lvl ?? I wanted to play more :(.
It is just demo of the first level. We are now working on the full game, which will include 10 visually different levels (lake, storm, night, industrial landscape etc.) with slightly changed game mechanics.
There will be also a simple and nice story.
So it is lot of work we need to do. We will be probably releasing in Q4 2012.
Stay tuned!

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