glerikud's Forum Posts

  • I'm not sure that you can upload different APKs for different Android versions, but that can be a possibility. I'm sure a more experienced Android developer can help you with that. What I was suggesting is that you can do some tests on your phone without Crosswalk to see how the app's size turn out after installation.

  • Can you provide a simple capx where you reproduce the problem?

  • Since you are packing with Crosswalk, you'll get the Chromium browser bundled with your game to make it able to run. Android 5+ devices have WebView already installed so for those devices you can build the apk without Crosswalk (all is to be set in the XDK). Do some tests and see how the app size changes for you.

  • What are you trying to track? If you want analytics of the gameplay, then you should build up your own system (using events) and send the data to an SQL database.

  • As soon as I have time, I'll do some tests in the following days.

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  • AllanR

    Each of the tiles are .... wait a second... Damn, how could I be so stupid... Yes, you are absolutely right, I got confused and didn't think with the whole tile, just the diagonal lines it displays. I change the topic name and there is no bug in the tilemap object.

    Thank you for the help.

  • If you rebuild your apps with the newest versions available, are the errors still there?

  • AllanR Since that I realized that it's not just the collision box what is missing. It's the tile itself. For some reason it deletes the tile randomly.

  • Basically you add a check that watches the frame rate of the game. (while its loading its going to be really low), but once everything is loaded and the game starts to run smoothly, THEN you hide the fake 100% loading screen.

    But if a player who has a very old computer tries your game and can run it only at 10FPS will never see your levels, just the loading screen.

  • Interesting white flash you got there. Did you try to change the loader style? The mobile apps I made doesn't have this issue, but I'm not using the default loader style.

  • It would help if we could see the collision poly's in the layout view.

    Suggestion for C3 I guess.

    Are you talking about the View tab's "Show collision polys" option? That's how the picture above was made.

  • The video you shared is private. We can't watch it.

  • Since it's not the first time I hear someone complaining about big projects in C2, I'm really interested in what the Scirra Team has to say about this. I'd love to see this engine handle such projects as Klang without problems.

  • Today I was setting up another testing environment for our project. What I wanted to achieve to have the character (green circle) move only on the grid lines. I used the tilemap object for the grid and I split each block into 4 pieces. Then I assigned each piece a different collision box leaving some free space around the grid lines for the character to move. When I add the 4 pieces once (forming 1 block) it works just as it should (top left).

    The problems starts when I add more than one block next to each other (top right). Seemingly random quarters of the block "lose" it's collision polygon. The image still can be seen, so the tile is there, but I have no idea why does that happen. The more block I place the problem comes out even more (bottom part of the image). The collision polygons do not overlap, and I also set the Tile width; Tile height properties right.

    The image:

    Edit: If this turns out to be a bug, then I'll file a bug report.

    Edit 2: I double checked and the problem seems to come from the fact that the tiles gets deleted, like I place a new one over them. The tile size is 50x29px.

  • I don't think "not as stable" is a good way to put it, but there's certainly a truth to it that a lot of the developers (myself included) suggest to go with the non-Steam version.