EmmetByrne's Forum Posts

  • 8 posts
  • Hi folks,

    I've been testing our game using Cocoon and its been working great. However I've adding a lot of new animations to the game and since doing that when I run it in Cocoon a lot of the assets are showing up as just white boxes. As well as that sometimes the game itself seems to jump around a bit on the screen.

    Anyone encountered a similar problem before or have guidelines on how much animation is too much in Cocoon or Construct?

    Thanks

    • Emmet
  • Hi,

    Thanks for the response. It was actually just something stupid on my end: I didn't have the dropbox link set up in a public folder.

    I'm having another error now though. When I load up our game package in cocoon a lot of the assets are just showing up as white squares or flickering in and out. Some of the assets are fine but certain ones are having serious problems. Previous builds haven't had an issue so I'm just wondering if there's a setting somewhere that Cocoon doesn't like.

    Thanks again

  • Hi folks,

    I've followed this tutorial: scirra.com/tutorials/303/how-to-export-to-cocoonjs in order to test my game on my Samsung Galaxy 10.1 tablet.

    When I put the Zip URL (a dropbox link) into Cocoon JS and press launch current I get the error "Could no launch your app. Please verify your internet connection."

    My internet connection is working fine, I'm just wondering if anyone else has had this problem or if I may have done something wrong.

    Thanks alot

    • Emmet
  • Cool, thanks. Yeah we've been working at 1920 x 1080 for most of it. I was just concerned about load time. Thanks.

  • Howdy folks,

    I'm just wondering what is the best resolution to create character assets, level assets, UI assets etc. to bring into C2. Obviously the bigger the better to keep it looking sharp but I don't want load time to sky rocket. Anyone any advice on this?

    As well as that, what's the best resolution to actually set your game at? I've read through a few tutorials and topics and the like, and used this example: scirra.com/forum/multiple-resolutions-solid-example_topic50496_page3.html for supporting multiple frame sizes but I'm just wondering what is the optimum.

    Is it best to just go all out and build at ipad retina display of 2048 x 1536?

    Thanks!

  • I managed to get it fixed.

    Using your response facecjf I got the run animation playing after the attack, but then the player wouldn't move! I needed to remove some actions from within the attack event that disabled platform control and give them their own separate event.

    Thanks for pointing me in the right direction!

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  • That might be an idea. I'll give it a shot. I thin I tried something similar (hard to keep track of all the things I tried to fix it!) but I shall give it a shot.

    Cheers!

  • Hey folks,

    We're currently working up a platformer prototype using a sprite set of Batman until our own assets are ready.

    I've a decent bit of functionality: run, jump, 3 combo attack with hit detection, jump off walls.

    I've set it up so that if the player is moving and press attack (A), the character stops running, player loses control, and the attack animation plays. After a moment the player is given back control.

    This all works alright with one exception (otherwise I wouldn't be posting!):

    If the player holds down either move key (left or right arrow) while also attacking, once the attack animation is finished the character moves but he slides (keeps his standing animation pose) instead of triggering the run animation.

    I've tried a couple of things to fix this but I can't seem to get around it! Any advice would really help.

    Here's the link to the capx file: mediafire.com

    Thanks

  • 8 posts