Apex General's Forum Posts

  • It's not supported because it's a terrible idea: it will rapidly drain the user's battery. Imagine if all the apps on your phone did that.

    Instead when the app resumes, measure how long it was suspended, and then advance the counter according to how much time had passed.

    How do we measure how long the game was suspended to have a similar feature to the build/upgrade time in a game like Clash of Clans and other MMORPG game apps?

  • Thank you guys so much for the time and advice, I will put it into action.

  • Hey GenkiGenga, thanks for your quick reply.

    The game only crashes on mobile devices (Tried Samsung Galaxy Tab 2 and Samsung smartphone-unknown model) and the error message just said something like: "Unfortunately, Application Name has stopped working".

    This is the Project file itself: https://www.dropbox.com/sh/dxt30xex37wz ... 1yjea?dl=0

    Again thank you so much for giving your time to help me as I am fairly new to the game development and C2 world. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I've made a fairly simple game with about 30 total sprites, 500x375 layouts and a good amount of running mechanics such as physics engine, constant creation and deletion of replicated sprites and variable interactions.

    But when I switch layouts from start to game and game to start, it uses over 50% and 30% of the CPU power respectively (using the debugger), making my FPS below 15 from the normal of 60. This also makes the game unplayable as it crashes on mobile devices when switching layouts I'm not sure if it's because I have over 15 actions in "On Start of Layout", too much objects at one time (30 max), or because of another reason.

    If anyone has had any experience with a similar problem or has any suggestions at all, please give a reply....

    Thank you

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  • > Its clearly said there that when going through wrappers than different wrapper has different performance and issues with platforms like Android and iOS, its not about construct 2 but its about "HOW construct 2 will deliver native mobile games".

    >

    > Have you or anyone here developed something that is in app store or android market with construct 2 ?

    >

    > I will love to see and give them a try.

    >

    > PS: Be optimistic this is not to fight with you all HTML 5 developers as i m a hardcore flash game developer, but rather i just wanted to see whats the reality as i just wanted to develop a simple pong but with more features in Construct2.

    >

    > Thanks.

    >

    https://play.google.com/store/apps/deve ... dios&hl=en

    Try Ninja Legacy. The full game is massive, 48 stages, over 30 enemies, 10 unique bosses with cool moves. A full blown talent tree (several trees).

    My current project, scifi sandbox RPG/RTS:

    Running fine on even older mobiles.

    Was either "Ninja Girl: Throwing RPG" or "Star Nomad Elite" made with C2? I couldn't find Ninja Legacy.

    I am also having slow C2 android native app games (wrapper: Intel XDK lastest version), even if they are small (.apk file is 21mb with just 7 sprites)

    Are you still able to make fully functioning native apps for android and or IOS ?

  • For me, the accelerometer specifically Touch.Alpha works fine with Cocoonjs on an iPad 2 but it doesn't work properly as in it glitches when converted to an .apk file built from cordova in intel XDK and tested on a Samsung Galaxy tablet and Samsung S4. Does anyone know why this happens?

  • I am making a game that has accelerometer/inclinometer controls like a compass (gameplay: rotating your mobile device like how you would use a compass), so gameplay is using pure Touch.Alpha (Z/Compass Rotation) and does not use Beta or Gamma at all.

    When I export with Cordova and import it to Intel XDK with only the plugins: Admob and Compass (No Accelerometer) and test it on the emulator, it works perfectly.

    But when I build for Crosswalk with Android and download the .apk (arm) file to a Samsung Galaxy Tablet and a Samsung Galaxy S4 Phone, the Gamma (tilt left and right) affects my alpha rotation and my alpha rotation also does not function properly because it jumps all over the place and is very slow when responding to the angles set.

    This is the Touch.Alpha component of my game:

    Every Tick - System - Set Layer 0 to Touch.Alpha degrees.

    The goal of this line is to have my layer 0 (and its objects) to always be vertical even though the device is rotating.

    Am I doing anything wrong or missing something important? Please help, thank you.

  • Thank you so much for the advice, the Build now works!

  • I still have the "Verify your build assets are correct and try again" error,

    but I have checked that all my objects and sprites don't contain ñ, Ñ, ·?, %, &, Etc....

    Is there be another source for this problem?

    This seems to be the problem in the Android Build Log:

    BUILD FAILED

    .../tools/ant/build.xml:653: The following error occurred while executing this line:

    .../tools/ant/build.xml:698: null returned: 1

    But what does this mean?