dooley's Forum Posts

  • Ashely

    So far this morning what I've been able to deduce is that "Effects" -- Water Background and/or Physics causes Massive lag. So far, I'm led to believe the biggest lag comes from the Effect. I have one physics object in my game, and it is just "sluggish" now. I'm going to try to come up with a custom movement to simulate what I was doing with physics and report back here later.

    As far as "Chrome for Android" I take it to mean just dropbox the game an try to run it from the app?

    Thanks again.

  • GameThirsty

    Thanks, but neither one of those have anything to do with actually making sure that your game works with Xwalk. The blog is full of misinformation, Xwalk does not do what it is claimed to do, and the other just explains how to export/build a game inside Xwalk. We, the community, need information for someone who has actually been successful in producing a game they WANTED to produce w/i C2/Xwalk. There is a youtube video out on the internet that show some game "Rockfist"... i think, and it is running smooth as butter.

    That person needs to let us know how he/she did it.

    Thank you for taking the time to answer, I really do appreciate it. But Ashley and IntelRobert really need to give us some depth here.

    Most of the posts I read are about slow down (lag) or the white/black screen.

    The whie/black screen most likely is due to not creating a project folder first w/i Xwalk, or at least that's why I would get it.

    The "lag".... I am at a total loss. I actually cut a games size in half, Minmized graphics, cut some stuff out. And it ran at the same lagged out speed as the big version.

    The only game i've gotten to work, kinda, is a simple tap to move game. No Physics, No webgl....

    I'll get back to it and report what, if anything, I find. Thanks again Thirsty, for taking the time to address me.

    Good luck out there!

  • Where are the tutorials or organized forum posts about how to get this monstrosity to actually work correctly?

  • I used to export my games to HTML and put them into dropbox so I could see how they will look on different devices, now I cannot do that?? I get a message that the "Exported file will not work until uploaded" So now I have to create my own webpage just to do what I did before?

    I'm very confused, any help would be great.

    Thanks in advance!

  • TwinTails

    It worked just like you said! Thanks for your help.

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  • TwinTails

    That's a good idea, except it's just one object that I cloned to make 3. Less object, less resources used (my theory). But i'll try it out either way.

    Thanks!

  • Probably a noob question, but I'll ask anyway.

    How do i check a variable between multiple objects, looking for the highest value?

    eg.........

         3 Boxes (sprite)

            "Capacity" (Instance Variable)

       I want to compare "Capacity" for each box, and get the Highest value.

    I was using "For Each" but it just keeps giving me the value of the First Box, ignoring subsequent boxes.

    Thanks in advance!

  • Warhorse, No sir I did not.

  • TELLES0808 I know this post is old, but if you're still looking If you have the "XDK" object in your project list you can simply create an

    "On Start of Layout" --> "Set orientation to Landscape/Portrait"

    Using the XDK object.

  • I cannot get this .Capx to work in the XDK after Export.

    dl.dropboxusercontent.com/u/68726261/Follow%20Me%21.capx

    I don't see anything in here that will give me an error. I even rebuilt the .Capx from scratch, still will not work. The emulators just go to a black screen.

    I can run any of my other .Capx in the Emulators. Please, anything you might know that could help.

    Thanks in advance!

  • If this is already somewhere, please point me in the direction. I was unable to find it myself.

    I am wanting a "Drag & Drop" event to draw a line between object. BUT the line has to be drawn as I'm dragging the Mouse(Touch) around the sceen like in the example below....

    dl.dropboxusercontent.com/u/68726261/line-example.png

    sorry, not sure how to post a pic in the forum.

    Thanks in advance!

  • blackhornet

    You are a genius! Thanks so much, I figured it was something small like that.

    Thanks again!

  • Kyatric

    Capx

    If you set the "Controls" layer to 0,0 parallax it will not spawn properly in the bottom half of the screen. The conrols need to be able to spawn and scroll no matter where the "Player" is on the screen, and stay in that position until the user stops touching the screen.

    This is meant to be a "floating" control pad, so no matter where on the device the Player touches it will show up. I just can't get it to "anchor" in the relative location and "follow" the scroll effect. It either does not move, or with "Every Tick" it seems to "race" the Player sprite.

    Thanks in advance.

  • If this is answered somewhere I apologize and please point me in the right direction.

    I have created a "floating" control pad that appears whenever the player touches the screen. It also moves the Sprite in the direction you touch, as it should.

    The layout is a square 1024 x 1024, with a 512 x 384 Screen Size, this works perfectly on all the test devices on the XDK site.

    Where i'm running into trouble is, this is used in a "Scroll To" Ghost Shooter type game. I cannot for the life of me get the controls to "stick" in one spot while the screen scrolls along the layout.

    If I set the "Controls" layer (Layer with the controller in it) Parallax to 0,0 the controller will not spawn below the halfway point, ie: Player sprite begins at the bottom of the layout.

    Is there a way to keep the Controller Sprite in a relative screen pos w/o fiddling with the parallax settings?

    Thanks in advance.

  • AFTER I have my .ipa file (on PC) how do I upload that to the apple store?

    Can it be done from my PC, or do I need to go back to the Virtual Mac to actually do the upload?

    Thanks in advance.