AnD4D's Forum Posts

  • I recommend you read the fabulous manual. It covers all of this :)

    Also, there are now brilliant tutorials in place to cover the very very basics.

  • I must say the developer feedback with the community so far has been outstanding. It's a fantastic change compared to the CocoonJS exporter.

    Thanks guys!

  • Yup... thanks for the detailed explanation, but again, right over my head. Maybe I just don't do well with walls of text, or maybe I don't do well with "make sure you have keytool, jarsigner, ant etc. commands working from your command prompt"

    The etc just makes me shrug.

    Also, step 5 is talking about creating an APK. I already have an unsigned APK, seeing as I used CocoonJS. Does this mean I jump straight to step 6?

    I find it hard to believe that there are so many steps, and not an all in one package.

    I used another program to try to sign my apk, but although it said it was fine, when I added it to my mobile and tried to install it, it just error coded and closed. No details.

    Again, I work well with links and screenshots. According to your tutorial, I require at least 5 different programs, and apparently a lot of time to spend on trial and error.

    I'm not meaning to sound unappreciative... but I'm not technically minded like this. I can build a game no problem, but this just goes over me. I guess I'm spoiled by simple processes.

  • I've looked through the forums, and read through many different sites, however I simply do not get it.

    For Tizen we had a nice tutorial with step by step instructions, explaining which software we need and maybe even some screenshots. For Android, we have garbled cmd prompt text and tutorials that appear to start off half way.

    It's a little unusual to see posts which go way over my head, followed by another poster saying "Wow, thanks, it's so easy!"

    Is there anyone out there than can provide a nice tutorial, or even sign my apk for me?

    How long does the process take?

  • Strangely enough, the red text doesn't work unless I keep it as low y and large Y.

  • Just a quick reminder about this one! Deadline is on the 24th!

  • Shadows add on top of each other, should fix that./QUOTE]

    Easy fix.

    In the events, it's set up to change the transparency to 40%. Remove that.

    Go to the Shadow layer, and change the layer transparency to 40%.

    Problem solved.

    Unfortunately, with this it makes it harder to allow the shadows to appear on top of objects, otherwise you could also add in an event that detects if the robot is lower than the object, and have that shadow move to a higher layer.

  • blackhornet

    Thanks so much. I'm warming to it again now! Such a silly mistake for me to make. Been scratching my head over this simple thing for so long.

  • I hate the Sprite Font plugin! Sorry, but I just don't get on with it. SpriteFont+ I love, but the default one I guess I just don't get.

    SpriteFont+ doesn't work with CocoonJS it seems (not sure why), so I have to use the default one. I've gone through the set up of loops and arrays a few times, but for some reason I can't get this one to work. Having to do this for each and every font, and then doing trial and error over and over until I get it the right size is a real chore.

    Would someone mind having a look and seeing what I'm missing? One font is working fine, but the other simply isn't.

    Red font = fine

    Green font = large spaces

    It looks the same whether I use the loop setup or not.

    I've included the font sprite and the font text file.

    Sprite Font

  • Love this plugin. Unfortunately I can't seem to use it with Cocoon, so I have to go through the annoying process of setting up and array and loops for each different font.

    Please please please can this be made the default? It's only a small tweak, but it's so much better!

  • Intel makes x86 so we are hoping you will take the extra step to publish both.

    x86 doesn't work at all for me. Tested 2 games.

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  • Another update on my app. It works with ARM, but not x86.

    Here are the issues:

    Sound is very very quiet, and also isn't affected by volume controls.

    App doesn't use an icon (as confirmed by a team member I believe).

    App name seemingly doesn't allow spaces in names/titles.

    This is the second app I have tested out of the 3 I have more or less finished. Although the two play, they are not yet ready for release using this exporter (although in beta, I do not expect them to be).

    Pleased so far, but hoping for better results soon.

  • R0J0hound

    Yup, x86 doesn't work. Going through the process again using Arm now.

  • Anyone know the difference between x86 and ARM? Not sure which I should be picking.

    In my game, it takes a while for my main sprite to load in. I can move it around, but it's not visible for a few seconds.

  • Knifegrinder Very happy to hear that! You've been waiting about as long as me I believe!

    Aphrodite Don't worry, the word beta appearing all over the place made that very clear to me <img src="smileys/smiley17.gif" border="0" align="middle" /> The improve with time line was used with CocoonJS 6 months ago. Slightly worrying, but I have more faith in Scirra.

    Jase00 If you want to send your project over to me I can give it a go and try them out on my Android devices.