FlameDra's Forum Posts

  • 8 posts
  • If you do not have either a personal, educational, or business license () then you cannot export to anything other than Windows 8 Metro or Web.

    If I get a personal license, will I get an Android option in my export options? Right now all I see are these:

  • I just recently finished my project for a simple game in Construct 2 and I feel like its polished enough for me to publish it. I'm trying to follow the 'How to export to Android with Crosswalk' tutorial to publish my game. However, in one of the steps it says:

    [quote:3ah402sc]Now export your project from Construct 2, choosing the Android option.

    However, in my export options in Construct 2 there is no Android option. Which one do I use to export my game to use with Crosswalk?

  • Well, your screenshots show the window size has changed, so presumably you have not set up support for multiple screen sizes properly.

    I used the supporting multiple screen sizes tutorial to setup multiple screen sizes. I can't post a link here but here is what it says:

    [quote:26qktumn]A common misconception is that you need to target a specific resolution, like 1280x720. However, there are so many different resolutions used that it's ridiculous to pick just one. It's much better to pick an aspect ratio, then scale the game to fit that. For example, instead of 1280x720, target the 16:9 aspect ratio. (Just enter any 16:9 resolution for the window size in Project Properties.) Enable Letterbox scale in the Fullscreen-in-browser project property, and now your game should appear correctly on any 16:9 resolution. If the display is not 16:9 then black bars appear down the sides, which helps prevent unintended display issues like accidentally seeing too much of the level or menu screen. Note if you are designing a pixellated retro-style game, you may want to use Letterbox integer scale instead.

    The rest of this tutorial will cover the tools available to you in more detail. It's still worth reading even if you use the quick solution above. You can even support different aspect ratios if you are willing to design your game more carefully.

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  • I recently finished working on a project and when previewed it looks and works just fine. However, after exporting the game (to HTML5 website), there seem to be a few issues. Some of my background animation seems off and does not work like it does in the previews. Also, some of the text boxes which I placed on a layout seem to appear misplaced in the final exported file (example below):

    Preview:

    vs

    Export:

    How do I go about fixing these?

  • If you switch to a different layout with a separate event-sheet, the current timer code won't be running anymore.

    Thanks that worked out perfectly!

  • timer is a global variable. It can be accessed from any layout.

    I want the timer to stop counting and then be displayed as a static number (final timer reading is high score).

  • Don't use quotes in Set text to timer.

    Thank you, its working now.

    My game displays the timer until the player dies. Is there any way to get the last timer value shown into my ScoreScreen layout?

  • I'm trying to add a timer which counts the minutes and seconds to the UI layer of my game. For testing purposes, I'm just trying to get the time do display as the system counts it (without formatting it to minutes or seconds). I'm trying to use the following events to get it to at least display incrementing numbers on the screen :

    However when I load up the layout, the text object does not display anything at all.

    How do I go about resolving this?

  • 8 posts