Alyra Games's Forum Posts

  • Can't wait especially for 1.a) "Setting up your screen resolution for multiple devices".

    It's the problem I'm currently dealing with.

  • Place the music in the soundfolder. Then it should preload.

  • Water is really demanding. To run water with physics with a good fps with html5 is nearly impossible, I think. At least for mobile platforms or complex games.

  • I would do this as follows:

    The Spaceship does not really move. Everything around it moves, giving it the illusion of moving. If you than control the player there is no problem of aligning the player to the ship angle or anything like that.

  • This bug still exists. I can confirm it.

    Edit:

    What the bug does:

    In the "Animation frames" window all options except "Thumbnail size" are and keep grayed out.

    How to repruduce it:

    You have to make the "Edit image" window big. If it is, the options will be grayed out if the "Edit image" window is close to the "Animation frames" window. If the "Edit image" window is not big enaugh, the options will not be grayed out, even if the windows are very close to each other.

    The bug occured by editing a 800x480 image.

    If the "Edit image" window is big...but not too big the options will be grayed out. But if you wait a few seconds after you right clicked the "Animation frames" window they wont be grayed out anymore. So I assume there must be an image (size?) calculation error or something similar.

    Oh and I use r146.

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  • I dont know, Im also new here.

  • As far as I know "letterbox scale" doesnt work with CocoonJS. You have to use another "Fullscreen in Browser" setting in your game properties. For example "Scale inner".

  • You could use 4 invisible bars on each side of the layout. If the current layout is 3 (example) and the player collides with the right hidden bar (example) - go to layout 4. If he collides with the left bar and is on layout 6 - go to layout 5 and so on.

  • Maybe you know trustworthy people who can test your game on their android device.

  • Glad I could help.

  • Instead of "add to" you choose the object, than search for "set speed" under the bullet tab. Than you write bullet.speed+500 where bullet is your object name.

    If you want the bullets to become faster.

  • You have to use a (global) variable. You can call it enemyspeed for example.

    Then you have to use "add to" instead of "set value". Because you dont want to set the speed always to 500. You want to increase it by 500.

    It should look like:

    Every X seconds - add to- enemyspeed - 500

    You can also set a timer at the beginning of the layout, repeating every 5 or 10 seconds. Then instead of "Every X seconds" you can use the Timer condition.

  • For animations i use: animation "on finished" - play animation.

    You have to create another layout which starts as the first layout. You can choose with wich layout the game starts initially in the "project properties" tab on the left side. Under "First Layout".

    Then after the player hits "Start" use "go to layout".

  • Than I will also stop using CocoonJS. What easy to use Compiler for Android & iOS can u suggest?

  • And if you add the condition "animation walking is not playing"?