EyezWidee's Forum Posts

  • Yeah follow RUDDYCRUZ 's example format , the format of your apk's package name might be unacceptable or even less likely maybe there really is an apk on Google Play with the same package name lol .

    Good Luck

  • hm double canvas ayee .. Objects might not be clearing up maybe try setting zero-based layers Transparency to No - (& of course setting resolution to 16:9) - I could be way off tho on my "advice" , if so, my apologies.

  • On start of layout- Set Text to "score"

    Are you using quotation marks in that event ? take that off if so

    Also try Every tick - set text to score (Variable)

  • You might be using up too much memory:

    Make sure your sprites & tiled backgrounds are power of 2 , especially your background: make it no bigger than 512x512

    Also make sure things are being deleted when & where they're suppose to be (right when they are no longer of use) .

  • Use a global variable: myVariable = 0 ; when attack button pressed or monster attacks set myVariable to 1

    Under the condition that myVariable = 1 - Start Game [Run the events that start your game]

    -

    To stop the fight & run away without a new monster spawning: Use a global variable; On start of layout myVariable = 0

    Add myVariable = 0 to the condition you already set for the monsters to spawn.

    If monsters (INVERT)-Is on screen - set myVariable to 1

    If monsters Is on screen - set myVariable to 0

    To assure that monsters spawn when/where you want them to & there aren't any already on screen: clone your monster & set spawning events accordingly, i.e if myVariable= 0 & when you reach a certain point in the layout - you can use an invisible sprite to represent that "certain point" spawn monsters.

    or on collision with "certain point" set myVariable to 0 and spawn monsters accordingly based on is/isn't on screen.

  • Not sure but keep the IAP object in your project with its settings properly configured & try this tutorial:

    https://software.intel.com/en-us/html5/ ... -intel-xdk

    Best of Luck

  • Don't make the hoop a solid, create an invisible solid sprite and set its positiont to the face of the rim so that it VERTICALLY blocks the face of the rim & net

    Create another invisible solid sprite and set its position to the backboard so that it stretches from the top of the backboard down to the bottom of the hoop's pole (if there is one)

    Inside the rim in-between the two invisible solid sprites, just before the bottom of the net *Create another invisible sprite [That isn't a solid] - Everytime the ball collides with it add one to variable *Score

  • Are you talking about Ludei's splash screen ? You can import one in the configuration settings before you compile your project but it won't get rid of Ludei's Splash Screen as it is mandatory at the moment & their gonna be introducing a paid service soon that'll include the option to get rid of it .

    If your talking about the loading screen from C2 - That'll always show up when the user is playing the game for the first time, its installing the C2 engine (I believe) at that moment . After the game has loaded for the very first time, it won't be there the next time you play . Because the C2 engine has already installed, for that reason their isnt really a need for a loading bar since nothing is loading, you could make your first layout your splash screen tho & add the loading bar object to it. *That might look strange to those playing your game for the first time because theyll be seeing two loading bars before they even see or click a "Start Game" button - some users might go as far as deleting the game after the first time playing under the assumption that everytime they play there gonna have to go thru two load screens not to mention Ludei's Splash screen.

    But again if you insist - use the loading bar object (in C2) & add that to your first layout - you can't get rid of ludei's splash screen till they roll out their paid subscription service

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  • I have experience publishing games to iOS, Android, WP8.0 & Blackberry App World

    My games: "Don't Crash Dummy" , "Randy Rogue" , "Joey NoShow"

    Let me know if I can help

  • My games: "Don't Crash Dummy" , "Randy Rogue" & "Joey NoShow"

  • I have access to Blackberry Z10 & Samsung Galaxy 4 - I have published several apps to Google Play & Blackberry App World

    Let me know if I can help.

  • PhoneGap is pretty straight-forward

    Regarding iOS IAP, use the IAP object in C2 and follow this tutorial: http://fovea.cc/blog/index.php/3-steps- ... se-on-ios/

    Regarding iOS Ads * Other than Admob, you can use iAds with PhoneGap, try out these tutorials: https://build.phonegap.com/plugins/289

    http://mindfiremobile.wordpress.com/201 ... nt-page-1/

    Best Regards

  • LevelUpJordan Let's talk man, pm a time tmrw or today that you'll be available to skype . Just finished playing Jump Man great job its a fun game.

  • bjadams I'm looking for C2 devs that can come up with a minimal concept for a retro game & pixel artists .

    One concept that I had in mind was either a side scroll or top down "Defend Your Base" game, but I'd like to hear other ideas as well .

    * i.e

    • Ejecta is the best way
    • CocoonJS is the easiest way