Aphrodite's Forum Posts

  • Glad you find a solution^^

  • You can also make an event "compare two values", then drag and drop the include under it, it will be executed the same way a subevent is (aka: the condition above has to be true for it to be read by the engine.)

  • This may nit be ut, but does you object has more than 8 points in his xollision polygon? I recall one of the physics engine not supporting more than 8.

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  • Glad you found a solution, blends modes are great but tricky

  • Has Anyone been able to export a game with Intel XDK Without having black bars on the screen? Ive masterd how to do this with cocoonJS but it seems that was all for nothing now that it has been taken down off of the main list of export options.

    Ive been using this guide but for some reason im not getting the results i need for Landscape Settings.

    https://www.scirra.com/tutorials/1126/m ... ces/page-2

    Could anyone with the knowledge enlighten me,I really cant believe im having these issues once again.

    Is your project using letterbox scale (I know cocoonJS automatically revert to scale outer in that case, so it may be just that to change in the case of crosswalk)

    If it is nit the case, then ignore my comment

  • Some unrelated question...

    Isn't PhoneGap better than Crosswalk?

    According to reports, HTML5 game performance in phonegap isn't exceptional

    Phonegap has no engine shipped with it, it uses the webview, which is not great except on iOS8 and I think android L (on android L it should be like crosswalk I think, without the 20mb overhead), which can explain the low performances reports across multiple OS versions.

  • I think some blend modes (destination in?) can be used so sprites are actually showing what is under them, however, I think they need to be on the same layer as the masking one. Just remember to verify if you need to force the texture of said layer for it to work correctly.

    https://www.scirra.com/images/articles/blendmodes.png

    Edit: in your context, I think it is more:

    -Bottom layer

    -top layer with solid color, texture forced, objects with destination out are used to see through it

  • I will also report that, as I was seeing this subject, the top went also in error thingy, only happenend once but just in case it is useful:

    https://www.scirra.com/forum/download/file.php?mode=view&id=6918&sid=p1rcnzxldoeusesfgnwfytxxune4d65q

  • The thing is C2 was done not to have a fixed 60 fps framerate, but a V-synced based framerate as far as I understand, however, I agree that lower fps that does not vary too much should not be a problem for the player (I will keep an eye on this discussion)

    For collisions however, I woild think it can be possible to have a more precise way to check them, but it would be more costly (moving first the sprite to a certain distance based off it's size, then check, if no collisions, repeat until you are arrived). So it will not be really efficient, I also supporrt the idea of a fixable framerate (like every 1/30 seconds, recalculate the non trigger based logic then render on screen, but that may cause issues with triggers triggering between those simulated ticks)

  • There is no bulletproof way, however if it is only for touchscreen purpose, you can have the player having to click/touch a button in the main menu in order to know which input is used (this will not work well on the stock android browser though which triggers both types of inputs on touch).

    For achievements and such, I am not sure why you would need different achievements, but I would base them on inputs still if really needed (as even some people may use gamepad or keyboard or mouse on a phone compatible with them, and some desktops have also touchscreen)

  • http://answers.microsoft.com/en-us/ie/f ... e7e04a0642 maybe related.

    Also I would suggest not using the "is on mobile device" check, as it can be annoying for a lot of users, is unreliable, and will be countered in only a few options of mobile browsers (exemple of unreliable: android is always considered mobile regardless of the device running it I think), and also means you are doing things differently just based on the fact it may be a mobile, which is kind of unfair for anyone unless you provide a way to access both versions regardeless of the device.

  • To be honest, I would not mind if C2 used a little more on his image editor, but it is not necessary, but tools like selection based on color for exemple would,be nice to have, but this is going a little off topic.

  • Containers and families do not work well together, so even if you are using them in that case, all instances of the text object are picked so all will be affected by the actions.

    And if you were not using containers, then this is the expected result.

  • Either not use cocoonJS

    Or try to place some elements dynamically with the viewport expressions so the game adapt itself to any kind of aspect ratio.

  • Release 139 is one year old, so there may be some breaking changes that occured even though scirra does a lot of effort to reduce them to the bare bone.

    I would suggest trying it with some releases between 139 and 178, so you can see around which release it stopped working

    Then using the releases notes you should be able to see the breaking changes related to it maybe.

    https://www.scirra.com/construct2/releases

    Edit: if you can try r158 and r152, if it does not work in r158, but works in r152, it may be related to the fact the animation speed expression is now always positive