Cipriux's Forum Posts

  • imothep85 it think the extra 23MB is the Crosswalk browser . Try Cocoon.IO instead. You will get 6-7 MB. I think I will switch with Cocon.IO myself. It supports Cordova plugins https://cocoon.io/

    Performance there is great compared to IntelXDK. The downside is that it has some elements not supported

  • To actually calculate the the distance traveled, create 3 variables: DistanceTraveled, LastLocationLat and LastLocationLong

    Add geolocation plugin to your project then every time the geolocation is updated do like this:

    DistanceTraveled = DistanceTraveled + distance(LastLocationLat,LastLocationLong,Geolocation,Latitude,Geolocation.Longitude)

    LastLocationLat = Browser.Lat

    LastLocationLong = Browser.Long

    You cand find the distance(X1,Y1,X2,Y2) in System object, under math section I think

  • I don't know exactly , but have a look at this http://www.movable-type.co.uk/scripts/latlong.html

    What I would do:

    Go to google maps, set your destination to lat0,long0, (zoom in and click until you find it) then go to lat 1 and see how many km are, then divide one by the other to find out a multiplication factor. Do the same for the longitude. Use Google dev console to modify gps coordinates so you can test your code

    But from the above link, I can see that 1 degree = 111.2 km, so you can test using this value as a multiplication factor for the values that you get from Browser.location

  • Is anyone else who is unable to build with IntelXDK for the last 2-3 days? It drives me crazy. It only generates the apk 1 out of 2-3 build requests.

  • imaffett IntelRobert I am having issue building with latest IntelXDK version 2548 for the last 2-3 days. I hit the green Build App Now, the building spinning wheel is showing, then after 10-15 minutes the wheel is disappearing. No build log no nothing, is showing the same screen with the green button, but this time is does not do anything. When checking the email, I have the 2 apk ready to download with no problem. Also, from what I can remember it took only couple of minutes to build, not it takes at least 10 minutes. I deleted some apps using appcenter.html5tools-software and possibly the issue started after that, I don't know exactly. My user name is Cipriux and email cipriux[at].gmail.com

    Please let me know if it's only me or not.

    Ah, and sometimes it's shows "An error occurred while building the application. Verify your build assets are correct and try again." If I hit the green button again, its builds ok. Random stuff

    Thanks

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  • For the last 25 h I had to build with intelXDK and is taking very long to build. It shows the building waiting screen and after 10-15 minutes it does not show the build success + log, it shoes again the green "Build App Now" button, but this time is does not click (it changes color when hover, but accept that nothing else.) I think all this starting to happen after deleted some unused games using AppCenter. I will test some more, but t is really annoying , because I want to make some changes to my game and I want t make them one at the time, then build to test leaderboards and achievements. I will test some more, maybe is just something temporary, but at this hour in the morning (4 AM UK time) builds usually where faster. I use v 2548

  • You are doing it right, but I think there is a bug with the AdMob. If I position it at the bottom, it will show in the middle, and if I position it at the top it will display outside of the window.

  • In IntelXDK, Try downgrading from CLI 5 to CLI 4. I think Cranberrygame did not update the plugins to work with the new CLI version 5

  • MiniHulk Glad I could help. download v6 from here https://dl.dropboxusercontent.com/u/139 ... ry_v6.capx

    I made some changes to increase prediction when hitting the vertical walls

  • preview: https://dl.dropboxusercontent.com/u/139 ... index.html

    capx: https://dl.dropboxusercontent.com/u/139 ... ry_v5.capx

    For prediction curve I created a straight line consisting of 400 segments, then bend it using the formula for distance traveled by a falling object which is 0.5*gravityAcceleration*time^2 with some minor adjustments

  • cs2curious I tried that , but if you launch the ball faster, the trajectory changes, (it becomes more linear at the beginning), you also have to adjust the gravity to match the normal path.

  • I actually had a look on Peggle more carefully. From what I can see from youtube, the prediction only shows the trajectory until the first obstacle is reached, to show that instantly it can be shown without physics. I am also bad at math. but how I could do it is to use R0J0hound example to draw that parabola. create balls along it, and hide the ones after the first one hits the obstacle. Is more complicated than this, but your cannon will have to be a tangent to that parabola. I am sure that if you ask R0J0hound , it will help you with that.

  • R0J0hound Cool post. Thanks

  • I tried creating the prediction by giving a biger impulse ti increase speed, but all the variables need to be changed to create the same trajectory, since it all depends of time, and C2 precision, everything goes wrong. Since trajectory depends on gravity and time, if you want to make a game without gravity involved it can make good prediction.

    I aso tried with setting the timescale, but no luck https://dl.dropboxusercontent.com/u/139 ... ry_v4.capx

    P.S. change the global variable Gravity from 10 to 0 to see that prediction is much better.

  • I think is talking about app ID from dev console