5Type's Forum Posts

  • Might be an option to use a ejectas extension for this.

    You can bind js code to native functions

  • Feel free to open one, i'm in.

  • I guess you're right.

    Think of it as a moving platform in a platformer game.

    The Player stands on the solid, and the solid is moving. therefore the player is moving with it.

    you might wanna drop the platformer behavior and integrate something else instead.

  • At least for the appstore, you can generate up to 100 Promo-Codes in iTunesConnect.

    For Play, i guess you could just send them the APK-File

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  • You guys know, that this got nothing to do with construct2 at all, right?

    Its about DOM manipulation and getting acceleration due to part of css3 that is hardware accelerated.

    Obviously has nothing todo with the canvas element at all, thus this will not be able to improve your C2 Games in any way.

  • Ich seh' das genauso wie der Bieber

    --

    I'm with beaver.

  • Isnt that the default behavior when using platform-behavior?

    Take a look on acceleration and deceleration attributes.

    • Have an Audio file playing
    • Have the button sprites coming from top
    • When they overlap a certain area, check for a click/touch event
    • When touched while in that area: add points.

    It might be difficult to get the timing/rhytm right.

  • Guess iAds work OOB.

  • Cut the rope is HTML5, but i dont think its C2.

  • Mhm all of those should be working fine.

    Pretty hard to tell whats wrong then without an example of your capx.

  • Pretty much the opposite may be the case. Are you using plugins that are not supported by cocoonjs?

  • ?

    It means you've read at least 20 manual entries, just like it says

  • Like i told you in on of your other topics on this.

    (You should only open one topic for the same topic )

    Change "top edge" property of anchor bavior of your button to "Window Bottom".

    I attached your fixed capx. (note: didnt change anything else than this).

    Edit: Okay i just saw its about the background.

    For this try to go with 960, 640 layoutsize.

    Also having one big backgroundimage wont be working for this at all, since the screen would never adapt to the image or it would start to repeat.

    In your case split your image into parts. Have the green to the left positioned at ViewportLeft and the other at ViewportRight.

  • What you get from cocoonjs is the xcode project.

    First you need to create the app in the member-center -> certificated & identities -> ios app -> identifiers.

    Add your game and the corresponding bundle name (com.xyz.abc ...).

    Next up create a distribution profile for your app -> certificates -> add -> choose appstore or adhoc.

    Go to iTunes Connect and setup your App Record by adding a new App.

    Once you got that open up xcode.

    Adjust the Build-Setting to your need and add neccesary asset files (icons, startup image).

    Go to Product -> Archive. Then validate and then publish to appstore (something like that).

    done. Wait for the review ;o)