codah's Forum Posts

  • Ok next time I ll try to be more specific but this is exactly what I was looking for !

    thanks a lot

    Cool

  • In the XDK I was doing dumb things like not exporting to the www directory, etc. which causes that kind of thing but once I followed instructions it started working ok. Getting the app id/version name stuff right has been a pain though.

  • Really don't know... Maybe try uninstall and download the latest (new version just out).

  • TwinTails I'm wondering how could your splashscreens be fine on the Galaxy Tab 3, if the splash images are not 17:10, they would have to be stretched or letterboxed.. confused. Is there a setting I'm missing??

  • How can I create enemies that are the same sprite but move independent from each other. I have attached .capx

    Also when one is hit, it will be destroyed. But the other (skeletons) won't die.

    Isn't this rather similar to your other thread? Except you added the bit about them being hit. The attached capx has some fundamental errors.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I agree to use one sprite, but the capx attached should help work out what you're doing wrong.

    Edit:

    The sprite wasn't replicating itself. You can check this by running in debug mode and seeing the instance count.

    To have an instance of a sprite always associated with another sprite, use a Container (like I did in the capx)

    You weren't setting the position of the skeleton sprite to the enemy sprite every tick, so they were not together (I could see that by turning the Enemy sprites Visible).

    You don't need to do certain things every tick, like Start ignoring 8Direction input.

    You needed 1 direction variable (i.e. instance variable) per sprite. However I changed it to just check the Enemy sprite's angle instead.

  • How do want it to behave? You have to be more specific. Then we can translate it into code. I'm guessing it should rotate around an 'imaginary' circle that surrounds the player, in the standard way.

    Try this

    [attachment=0:1vw6yw27][/attachment:1vw6yw27]

    Basically the change was to 'set position' at a certain position and radius based on the arrow's angle. You can change the arrow distance from player with the variable 'r'.

    (got inspiration from here https://www.scirra.com/tutorials/1064/simple-circularelliptical-motion-with-slider-bar)

  • If you search "random movement" you will find lots of info.

    Edit: seems they suggest what you've already done. Yeah depends on what 'random' movement you want. Figure 8 is not random and probably not simple either. As mentioned ^^ look at behaviours like sine.

  • So every step here is ok https://www.scirra.com/tutorials/809/how-to-export-to-android-with-crosswalk and the first thing that goes wrong is the "Build App Now" button doesn't appear?

  • TwinTails Yep, my game is portrait only and I've uploaded all the sizes. Both the N5 and 7 are 16:10 and I'm guessing it's using the XHDPI which is 720x960 or "13:10" so it's stretched badly vertically.

    I also have one device (older Acer tab at 1280x800, also 16:10) that 'appears' to look ok, but I think that's because it's using the MDPI (320x470) which is almost "15:10" and so closer to correct ratio and only stretched slightly.

    Not sure how these are expected to work at all if scaled..

  • You could have an instance variable that denotes the WP "type", and act according to that, but you would need all instance variables from all the different WP types on the family, and you'd still need a similar code structure.. so not much gained probably.

  • That's pretty much it. This has been discussed a few times recently. How many waypoint types are in the family? If just a few then this looks fine.

  • I don't think there's much you can do about it, besides designing it for a smaller resolution (leave space around the edges)

    Thing is they aren't cropped or letterboxed, they are scaled so that they appear stretched on my Nexus 5 and 7.

  • Use 9 patch. It seemed to work for me.

    hey thanks for the response. But I'm referring to the splash screens required by the "Launch Icons and Splash Screens" settings in the XDK Project settings.

  • codah

    Thank you a lot it works!

    Never used the timer behavior yet.

    But it's strange my logic didn't work, it seemed to be "logic" for me.

    Anyway <3

    Great Yeah, I spent some time working out your logic, but it felt 'right' using a timer for each instance, so I knew that would work and just did that. So I'm not sure why yours didn't work, but it was related to a timing issue.. which was removed I guess with 2 timers. I have used a similar technique to this before.