gfigueroa's Forum Posts

  • thehen I updated C2 to R178, do you know if I can still make it work for Windows Phone 8.0 with your plugin? I Selected Windows Phone 8.0 (VS2012 for Phone) at the moment I was exporting and then I followed the instructions as always. However, the game get stuck after the beginning. I did that process around 25 times before and it always worked, not sure why I can't make it work now. Any idea? Thanks!

  • cockatoo2 you can just edit the post and change the subject to reflect [Solved]

  • cockatoo2 thanks to

    Please mark it as [Solved] on the title.

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  • iceangel thank you!!!

  • irina I'm not sure about the issue. I agreed with Manarsoft destroy is the way to go. If you want to destroy a particular instance, you may need to add an identifier to it. If you are just clicking on it, then you can "On Click" Object -> destroy.

    What are you trying to accomplish?

  • Hi,

    I have a couple of issues with phones.

    1. I usually work with windows phones, which have a lower end and a high end. Usually the high end never gives me any issue, but the lower end (512 MB graphics) collapse and crashes frequently. One way to fix this was to minimize graphics or drop the quality of those. The problem is that I'm affecting everyone. I know there is a new tutorial released for Screen Mobile sizes, so I was thinking about integrating the option to select your screen. Of course, it may make the game more heavy to download.

    2. Another issue is whenever we create too many particle systems, spawn enemies, etc. A friend that works in Unity uses a pool manager and that allows him to turn on/off the particles without having to create them. (I guess visible/invisible option?). I'm not sure how it really works. Do we have something similar in C2? Are the instances the same? I'm just trying to keep learning and I'm sure that someone out there already thought about this. I also would love to optimize the code to drop the crashes to 0 (which I doubt that is 100% achievable, but... I will try!)

    Thanks!

  • cockatoo2 there are some tutorials about this, the one you mentioned is one of them. Maybe this link can help you: https://www.scirra.com/tutorials/998/screen-resolution-for-mobile

  • And an old way to do it is to create a invisible sprite that triggers the reaction (visible or non visible). However, I believe the other methods are more easy and direct

  • theweirdone I would also add some keyboard/mouse support for the game, it was really hard to play with the mouse clicking on the arrows

  • DevDan I agreed, but I guess if I give you the chance to select, you will choose how much difficulty you want to embrace

  • it is nice, I tested in lower end phones and it works. I do not see too many crashes. Sorry it took me a long time to answer, I have been "unplugged"

    thank you !!!! I want to integrate it now with the accelerometer, but also give you the opportunity to select which play mode you prefer.

  • Hi C2 makers!

    I'm happy to share that we released the game Ice Cream Wiggle, it was the first one using physics! I believe that there is a lot of room for improvement, but I would love to hear some feedback. Thanks in advance!!!

    Windows Phone http://www.windowsphone.com/s?appid=97463521-6270-448a-82db-17e72eb7ec16

  • RamPackWobble Wow, you blew my mind, it is really amazing. I do have access to family, which I love (it saves so much time).

    You mean joints in order to keep them on top? I'm still trying to learn how to use physics, but I will give it a try.

    Thanks so much for all the help!!!

  • Anyone has an idea on how to make this happen? At least a suggestion so I can look into that?

    Thanks

  • roro under animation when you double click on a sprite, the last option on the right hand side menu is the one where you can define the collision box.

    I would also recommend you to review the tutorial for beginners by Ashley, which shows important information.

    And/or add a capx file so it is easier to understand the issue