BluePhaze's Forum Posts

  • WellDone he is not talking about sprite speed, he is talking about the animation speed which is set in the animation editor.

  • It may depend entirely on the speed you are currently at, also you may want to check that you don't have any logic setting the speed as well.

  • Reading the manual and doing the beginner tutorials will be very helpful.

  • austin replied on another thread that there were some issues this weekend and that everything should be fine now. If not the best way to get a hold of him currently is via email at: austinrdg@clay.io

  • Evonevo make sure you have test mode set to FALSE or OFF in construct 2. Or the purchase will always report success.

  • I have just been putting mine as windows 8, since there is no requirement to list it as 8.1 yet.

  • Have you done anything on the on purchase failed event? You may need to in order to make it work correctly.

  • Mine continues to play just fine. I just have a check at the start of each layout that checks to see if the song is already playing and if so does nothing. If it is not playing then it starts it. Also make sure you don't have any events that stop the audio in your end or start of layout events.

  • I can vouch for this, my performance increased by over 10 fold. I was having over 80,000 collision checks on some layouts, now those layouts are under 8,000 collision checks. HUGE Difference!

  • Resetting the layout is fine as long as you first store your current score in a global variable. Then at the end of the level BEFORE calling restart layout, etc... compare the CurrentScore variable to the HighScore Variable and if it is greater, store CurrentScore in HighScore. Then reset the layout.

  • You need to follow the tutorial by Windows Phone 8 sounds have to be .wav and you should use functions to call them His tutorial goes over all that. Just search for windows phone in the tutorials section.

  • And then the C2 developers have to make sure they know everything about every 3rd party wrapper so that their ads would still work in it. It's not that simple. I would love a cross platform ad object, but it is not very realistic since all the 3rd party wrappers can and do change on a regular basis. The reason the 3rd parties are responsible for their own plugins is that they know their API's better than anyone. Assuming that the C2 fellas have full knowledge of how everything in each wrapper works is not realistic. CocoonJS has very tight control on what communications happen from the wrapper to external sources, other platforms have their own requirements.

    That is kind of like saying a car manufacturer like ford should be responsible for making sure your car can drive off of cliffs or over fields of razorblades or in the ocean. If they took the time to do all that, the cars would never get made. The whole point of allowing for an open plugin system is that those who know the most about certain platforms or technologies are free to make plugins for them. Instead of relying on those who may not know as much about a specific platform to make plugins that have to always support it in all circumstances.

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  • I build my games at Windows 8 min size 1366/768. When I place my HUD objects I make sure I leave enough space for them to move if the screens are too small. That way when they are anchored, they stay in relative position to the sides of the screen. Don't bunch all of your hud elements together or they will cause issues. Leave enough space near them and test on multiple screens to find a size that works. OR...

    You can also test for the size of the viewport/window and have multiple invisible sprites on the screen, then based on the size of the window, snap your hud objects to different invisible sprites. For example if I have score and high score next to each other on larger screen, I may have to move score below high score on narrower screens so they don't overlap or go off the screen. With a bit of forethought you can do lots of neat things to account for screen sizes...

  • BAnyBudde You don't have to do anything to your xcode project for the ads. Just follow the cocoonJS tutorials for the xcode project. All the add stuff is taken care of in the ludei dashboard.

  • Tripple post actually