Bleenx's Forum Posts

    >

    > > (Fusion exports a finished apk file, or a ready-to-go xCode project).

    > >

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    > Will Construct 3 or any future release have this feature, or will it always be handled via a third-party application like XDK or Cocoon?

    >

    From what little we've been told its just an editor update, the same html5 runtime engine is being used, so it's likely to be the same mess when it comes to export unfortunately.

    Rats! Thanks for the info. Godot's looking sweeter and sweeter by the day.

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    (Fusion exports a finished apk file, or a ready-to-go xCode project).

    Will Construct 3 or any future release have this feature, or will it always be handled via a third-party application like XDK or Cocoon?

    Ashley I understand your point about voting, as it's the same in marketing: if you ask people about what they would be ready to purchase and at what price, people's feedback rarely matches their future actions...

    Returning to the initial reason of my post, I can't help question Scirra's approach regarding communication around C3. Whilst a bit of teasing is a great thing, you don't publish information to raise people's interest and then keep silent for the next year or two. It's just a waste of everyone's time. The point I was trying to make and which hasn't been answered, is that related to Scirra's development staff. How many people are working on C3, while C2 is still be maintained (and you do a great job at this)?

    I mean, if you're split between C2 maintenance and C3 and have only 1 or 2 other developers working full-time on C3, it may be another year or two before we see this new platform. In that case, wouldn't it be interesting to raise some funds via crowfunding or investors to have a larger team working on this?

    Buy C2. Help fund the future project. Scirra already answered these questions.

  • Thanks for sharing the source. You show great skill especially given the short amount of time to complete the game. Of course I don't have the plugin needed to open the capx, but it is what it is.

  • This drop shadow effect works really well. I tried it and set it to disable when not on the floor and it really added an extra layer of depth to the player. Thanks a lot for sharing!

  • You could also use litetween ( behavior-litetween_t70700 ) for stuff like that. I used it in my game and it looks really cool and smooth <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> https://www.scirra.com/arcade/action-games/build-6116

    Thanks! And your game does look smooth, and fun. Good job <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Personaly, i use physics and an invisible solid. Because it fals so nice. It lands so natural. The code is minimal.

    And most of all, it has the 'is sleeping' condition.

    Hey, thanks a bunch! I'm gonna try all that out and see how it does. There seems to be so many ways to do one thing that it's hard picking one. I guess whichever one works and doesn't bog the system down as much, eh?

    Edit: That lerp did the same thing only smoother it seems. Thanks for the help with that. I was messing it all up trying it myself

  • What ever method you are most comfortable with, so it's up to you.

    I would make sure to use dt however.

    Thanks. Would I add the dt where I put 10? I tried to do a similar thing in lerp but it wouldn't work right.

  • Hi all.

    I currently have a project in which I'm sliding a top menu bar into position from just outside the top of the layout. The code looks like this:

    Self.Y+(200-Self.Y)/10[/code:2bc6jqw8]
    
    That brings the menu bar from just outside the layout to the top of the layout at 200 in the Y position. Though the animation looks smooth, would you use a lerp in this case? And if so, is it better to do that? Also, how would you write it? I'm trying to learn best practices in the beginning to avoid clunky code and such later. I learned that code from a tutorial and use it for all my slide-ins.. but I'm not sure if that's the best or most practical way to do it.
    
    Thanks for your advice.
  • Another questions, why did you save it as String to convert it later back to int? Just save & fetch it as int

    Regards

    Andy

    Because I'm not the smartest person haha, and I was following a tutorial that did it that way. I've since deleted the code and am looking at tutorials on the site to help me with it. If I have more problems, I'll post again later. Thanks for the tip!

  • im okay now.. finally found the problem..,

    So what was the fix to the problem? I can't get local storage to work on Android.

  • Because the last post was on the 6th and it's relatively new and I'm having a problem, I thought I'd ask here.

    My game on mobile saves the high score as long as I don't close the app. If I open the app again, the high score is reset to 0.

    I have the system setting the localHighScore variable to the score and setting the item to a str(localHighScore) when the game ends. When the game starts, I have a preloader set the localHighScore to int(LocalStorage.ItemValue).

    Does that make sense? If I need to show a screen grab or something I can try to do that.

  • To be honest, I am not sure in this case. It could be a Chrome audio issue. It could be the game. It could be several things.

    I was digging through the JavaScript code for the Audio plugin, and I found that the code by the C2 is pretty sharp. It's clean, easy to read, well commented, and rather thorough. Thus, when I land on a problem I assume a problem with my code first, Chrome (or Safari) second, and C2 last.

    Haha right I usually consider it a problem I did first too. I managed to fix the audio last night it seems. I had the music track set to play on the start of the layout, but I chose it to play by name from Sounds. When I changed it just to Play, it sorted it. Of course, I toggled a few other things in the code here and there and maybe that had to do with it. I have no clue.. all I know is it works and I'm not messing with it again!

  • I would use stop all audio. My experience is that toggling silent does not "stop" the audio. It simply mutes it. Thus, if the player is starting anew, you might want to start the music again. If it's simply a mute/unmute button, then I would use a simple silent toggle.

    Right thanks. I had it set up as Stop All but wasn't sure if that was the best method for it. Thanks for the heads up! If audio stops playing after you minimize the game and then maximize it, is that a bug in my events or something that just happens? I can't reproduce it now but it happened before. Glitch me thinks?

  • Well if it works fine in the preview then it seems like your mobile struggles with loading the audio.

    I'm supposing so but it happens on my friend's LG G3 as well with a better CPU than my poor ol' Moto G.

    Bleenx

    It sounds like you've encountered a known audio decoding issue with Chrome/Chromium for Android.

    I have a basic game that had 4 audio files (~7 minutes of audio altogether). It was taking about 40 seconds for my game to load when preload audio was enabled. If I didn't preload audio, there would be significant delay on the initial play but was fine after that. Turns out, it has to do with how Chrome/Chromium for Android, starting with Android 4.1+, decodes the audio.

    See: https://bugs.chromium.org/p/chromium/is ... ?id=424174

    It has apparently been fixed, as of Chrome/Chromium 49, but this will probably take a few more months to funnel down the pipeline to Intel XDK. Crosswalk 19 will implement Chromium 49 in May. Intel XDK is currently using Crosswalk 15 which was released in September. We'll be getting Crosswalk 16 soon which was released in December. If it follows on 3 months from stable, we're possibly looking at late July or August.

    https://github.com/crosswalk-project/cr ... ease-dates

    That's great to hear. I really hope this is something that can solve it. My music file is only 1.8mb I think and loops after a minute and 30 seconds. Once it starts, the game is fine from then on out, and the music loads properly after you start over. It's just that initial starting time that suffers unfortunately <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Also, if you wanted to stop all audio after someone dies and start it again at the beginning of the layout, would it be better to use a stop all audio or put it on silent? Or something else?