cgoodwin's Forum Posts

  • 8 posts
  • I know it's a bit late, but to answer your question, it's BEFORE the upload I just had this same issue myself and was banging my head against a wall until I found this post!

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  • Currently, I'm working on a simple Platformer game similar to a Mario style game. There are different types of tiles in the game that represent different terrain types. Off a tutorial I read it said to put these all in one sprite object and just have an animation frame for each type of terrain. Each of these Terrains have different properties, one of which is gravity. I don't want any overly fancy physics for these, just if there's no tiles underneath one affected by gravity, then just have it fall straight down until it does hit something. I have been working on this issue for days, and I really feel like it shouldn't be that complicated. Am I missing something? What is the best way to do this? Thanks!

  • I think that it does have to do with building it on seperate computers. Though I used the same Intel project (I keep it in dropbox), it resets every time I build from a new computer. This makes sense and explains the issues I was having.

  • I don't see it there, though I may just be overlooking it. Would you happen to know the email address of, or know who I need to email?

  • Hello,

    I was wondering if anybody else had this same issue, if I'm just doing something silly. I exported my game for Android and built my apk using crosswalk. For the first build, it worked fine with no issues. I just did some updates and went to re-release it, but Google Play told me "Your APK's version code needs to be higher than 20019." In the original build, I was fairly certain that I didn't set the version to 20019, but whatever. I set the version number to 20020 in the Details of the build then built the APK. When I tried to upload it, I got the same error again: "Your APK's version code needs to be higher than 20019." Is anyone else out there having this issue, or does somebody know how I can fix it?

  • So then, is there an efficient way to load your objects in as they are supposed to come in on the screen, or is creating them all initially the best method?

  • To SpacialPumpkin: Thank you for the quick reply, but I probably should've mentioned that I wasn't running it in debug mode.

    Ashley: I've been thinking that it might have something to do with the fact it wasn't running with WebGL, but I wasn't sure. If I am exporting to Windows 8.1 though, my program won't be compatible with just flat Windows 8, correct?

  • Hello everyone,

    I have a bit of an issue that I can't quite seem to figure out. I have been working on this game for awhile (it's a game similar to a Fall Down type of game), and everything was going great. It ran great in the Construct debugger and everything. When I finally exported it to Windows 8, I had a couple of issues, the biggest being an insane drop in performance to the point where the game now looks tacky. It lags quite a bit. However if I export it to HTML 5, it works just fine. Any ideas? I should also mention that I do load in on the start of the layout 2000 objects, but most are off screen. If this is why I'm having the performance issue, are there any suggestions for optimizing this? On a final side note, when running it in Test Mode, even after setting IsActive to true and IsTrial to true, it still won't show the trial version of my app; it just shows the full version. Is there anything else I have to do for that? Thank you for any answers!

  • 8 posts