dop2000's Forum Posts

  • I thought maybe it can't access the script added to the project files? Because Android file system is different. Is if possible to embed Barcode.js into events? Put it into a string variable for example, or load with AJAX?

  • I don't know your game, not sure what else to tell you. Just try to set Scale Outer and stretch the background (make it about 200px larger or each side of the viewport).

  • Eren I tested and unfortunately it doesn't work on Android. Simply nothing happens, no errors in logcat.

  • Even if your game is designed for a fixed ratio, you can still make it fullscreen and fill the black bars area with some meaningless pattern/graphics (but at least it won't be black!)

    Use Scale Outer mode and either stretch the background in your game, or create a layer on top and cover this area with some sprites.

  • It's not about scrolling. Pathfinding is limited to layout size. So if you need a bigger PF map, you need to increase your layout size.

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  • Eren This is some powerful JS kung fu! :) Thank you!

    One question - will this code work in Android apk?

  • I am trying to integrate this barcode decoder. I managed to do it in C3, by added the library as a script and calling javascriptBarcodeReader() method.

    But a similar approach in C2 doesn't work, I tried lots of things and still getting the same error - "javascriptBarcodeReader is not defined".

    I don't know Javascript very well, could anyone help me please?

    Here are both project files:

    dropbox.com/s/sln5tzprry7ts56/barcodeReader_fromSprite.c3p

    dropbox.com/s/1x00lg9u4re2183/BarcodeReaderC2_notWorking.capx

    Tagged:

  • Play this sound with a tag. And add a condition checking that the sound with this tag is not already playing.

  • But not so much when there is 720 sprites, from "x00y00" to "x20y38", to lay down...

    Omg, this is a horrible idea! You need one sprite with 720 instances, not 720 different objects!

    You can define instance variables on this sprite, say gridX and gridY, to identify position of each tile in the array. And of course, fill these values programmatically, not manually.

    Another option is to use a tilemap. Tilemap is basically an array. On click change the tile under mouse cursor.

  • That or the preview buttons sometimes stop working for no apparent reason and I have to restart C3.

    If you launch the preview and immediately close it while it's still loading - there is a good chance that the preview button will stop working.

    There is a new bug that's driving me crazy. When I'm editing a large table (array), sometimes it starts scrolling up by itself. The only way to stop it is to close and reopen the array editor.

  • Set world gravity to 0 and apply constant force to objects instead. For objects that should float up, apply force at angle 270. For objects that should fall down, apply it at angle 90.

  • No, it's not possible. You can restore the folder structure in the exported game, but you'll have to add folder names to file paths in your events. For example, if you had AJAX Request MyArray.json action, you'll have to change it to AJAX Request "FolderName/MyArray.json"

    Of course, if you do this, the game will no longer work in preview.

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  • R0J0hound Thanks, I though about using a large canvas. Just not sure how well it will work if trees are pasted on it on every tick. Will have to test this.