E2GameStudios's Forum Posts

  • Hello all,

    I have a lyout where I have 7 instances of a play button. Each one has a UID assigned to it but I cant figure out how to arrange the Touch (or Click) with the system events to play a given audio track when one of the play buttons is clicked.

    For example the top most play button has a UID of 41 and I want it to play "audioTrack1" when the player clicks it. Likewise the 7th instance of the play button has a UID of 48...and when the player clicks it I want it to first stop any music that is playing then pay track "audioTrack7".

    This is a simplified example of what I am trying to do...but if someone can help me get this straight I can experiment till it does exactly what I want it to do with other things (like repeating the track...or running through all seven tracks like a playlist).

    I would greatly appreciate either a discription of how the event sheet should look or an example. I have looked in the forums and at the tutorials and it seems like everyone is trying to do more complicated things than I am and I cant seem to figure out this relatively simple task.

  • Does anyone have any experience or information regarding the use of Google Play's APK Expansion files with Construct 2 (and required wrappers such as CacoonJS/AppMobi)?

    The situation is as follows: Our APK is currently in excess of 50mb. We understand that Google Play restricts core APKs to 50mb, but allows up to 2x 2gb of APK Expansions.

    We have had no success finding options in C2 (or Android wrappers) to allow us to generate such core APK (holding the code of the game) plus Expansion APKs (holding the assets of the game).

    Any advice or links would be greatly appreciated!

  • Memory Management is a work in progress (thank you for the references on that)and I am sure we can sort that out but my primary concern is XDK at this point. I cant seem to figure out how to get an C2 exports to work beyond the emulator. Has anyone had any success with C2 and Intel XDK?

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  • Could anyone who has managed to get a C2 game (of any size) working in the current version of Intel XDK post or send a PM?

  • I understand that for Google Play, the method of getting assets in excess of 50mb onto the user's device is to use some of the 2x 2gb allowed for expansions. Is this basically correct?

    Does C2 have a mechanic for this, or is this something to be accomplished entirely with external tools?

    We also have C2 exporting duplicate assets (for example duplicating sound assets in both mp4 and ogg) that oversizes the app. Is there some setting we are missing to prevent this?

  • Is that something that can be done in C2? If I am understanding you are saying basically build a much smaller version of the game (-50 mb)that is set up in a way to download the remaining levels and features and whatnot after the app is downloaded to the device?

  • The game we are developing in C2 has a large amount of media assets (a highly compressed export is ~117Mb and that's just the lite version).

    We want to release the game for Android, and we are evaluating our options as wrappers are concerned.

    XDK: the game runs in the emulator but not on the device. XDK exports an APK of about 6 mb - so something is clearly fishy. The apk will install but the game shows a black screen and then crashes. We can't even get a C2 sample game to work on our Android devices.

    CacoonJS: significant size restrictions. The lite version of the game approaches the premium account restriction - the full version will easily exceed the 200mb.

    Specific questions:

    • How are C2 developers managing to build large games for Android/iOS?
    • How are C2 developers making XDK work with their games?
    • Are there any local programs (ie NOT cloud) for performing this function?
  • You can also check us out on IndieDB (http://www.indiedb.com/games/firefly-village)

    and Facebook (facebook.com/e2GameStudios)

    Finally the YouTube Version

    [TUBE]http://youtu.be/D-8tp4Tp7lU[/TUBE]

    Please share your thoughts!

  • Great Idea! Here is our contribution...

    indiedb.com/games/firefly-village/videos/firefly-village-lite-preview

  • Was it part of a recent update or had I just glazed over it all these months?

  • *facepalm* Thanks...

  • All,

    I think it would be most helpful to be able to search an event sheet for a specific keyword...or the ability to highlight all objects of a given type. Say I wanted to find all instances of an audio object...I could search for Audio Objects froma drop and then define an optional file name (if I dont define a specific file name it just highlights all audio files).

    Maybe there is already something like this and I just dont know about it...but if not it would be most helpful for me as I tend to work with others on a project and sometimes find where in the event sheet they put something can be a challenge.

    R/s

    Matthew

  • +1 Agreed great idea...

  • can anyone tell me how to set the source of the video to a video I have imported into Files section? It is NOT a URL...it's a local file.

  • Hey everyone. I ran into an issue a few days back where for some reason I had no clickable options (everything was grayed out) when I went to import frames or otherwise adjust a sprite animation. (right click in the animation frames window)

    I was using r125 to begin with and I had no animation options (for the animation in my project or any animation in any other project I loaded including the built in templates) and thought it was related to the beta release so I rolled back to r124. Unfortunately it did the same thing with that release.

    After quite a bit of poking and prodding I figured out how to get them back by simply clicking first on the "Fill" Icon (looks like a paint bucket) on the Edit Image window which brings up the Color Palate we are used to seeing. *I hadn't even noticed it was gone* Once that is back you should be able to right click in the animation frames window and add, duplicate, reverse or import like normal.

    I didn't quite think it was a bug because it was working fine on another machine (in either beta release) but if anyone happens to run into this I wanted to share and hopefully save someone some time and headache.

    <img src="smileys/smiley17.gif" border="0" align="middle" />