hellwalker's Forum Posts

  • Hello

    How do I go about finger swipe/camera scroll effect in Construct 2?

    like there is shop, with many items and swiping finger up or down, moves camera up or down if there is room to go bellow/up on layout?

  • Hey, I got Ouya today and was wondering same question, didn't want to open new thread after I saw this.

    This what I did, I exported and compiled my game on CocoonJS as Android APP. Then I uploaded Debug Unsigned apk to dropbox, logged in to dropbox via browser ON OUYA (make-Software-Browser)

    and Downloaded APK file,

    now this was confusing, in Manage-System-Advanced-Storage-Downloads you can see your apk, hit O button and this will install game, which can be played from Make-Software

    my game was based on touchpad, and it works well on Ipad3 and Ipad 1 and Amazon Kindle Fire, but on ouya perfomace and FPS was crappy.

    Then again I have not done anything else, just cocoonJS Android Build.

    If there is any porting tutorial for ouya Please share, if not I will try to report what I learn about this.

    Cheers

    -Hellwalker

  • Hello, I need to save simple data somewhere, for example current score and which levels are unlocked.

    problem is i have to do this on IOS/Android. I saw xml is not supported on intelxdk/cocoonjs, what other option can I use to somehow save data for future use on these devices?

    -hellwalker

  • Hello,

    I have a game where some items are spawned Every X second in Game Layout so there is equal distance between certain moving objects, I also have Menu Layout.

    So when I go to Menu Layout and Return to Game Layout, some time I get first Spawning at wrong times, it looks as though Layout is remembering last Every X second time and finishing it for first spawning.

    I'm trying to debug if some of my other conditions are messing with it, but I wanted to confirm how Every X Seconds worked

  • I got 300mb memory usage that way

    when I resized to 1024x768 and trimmed some animations I now have 47mb memory usage (status bar of construct)

  • Hey,

    I want to make a game that I can publish on IOS/Android devices, I read article on supporting multiply resolutions and I think I got the construct side of thing, but i was wondering what size should I base my sprite sizes on?

    Should I make sprites to work 1x1 on Largest device (for Ipad 3/4 1536x2048) and let it downscale on Ipad 2 and Ipad 1 or is it better to AIM for smallest resolution or midresolution? so they scale up

    or what is best practice to handle that?

    I designed game originally with ipad3 resolution in mind but eventually i got project that crashes on cocoonjs app preview and memory usage at the bottom shows 300mb, so I'm worried I might have taken wrong approach here ;/

  • Thanks Greg!

  • Hey!

    I was wondering if there is easy pipeline on reimporting sounds, I added sample sounds to project on events and now I would like to update/test/polish sounds.

    problem is I could not find reimport option, if i add sound with same name, I get 'name 2' new file. If I delete current version events linked to this sound are lost

    is there a fast replace/reimport sound option?

  • thank you very much! this helps.

  • hey

    this might be silly question, but i'm new to mobile development and this little details got me confused a bit.

    I want to design game oriented towards Portrait view on mobile devices.

    when I tried it with cocoonJS Ipad app, by default it gives me landscape view if I have vertical setup (smaller width/larger height).

    like this

    ====

    =|==

    =V==

    ====

    this starts up in Ipad as landscape application in cocoonJS app.

    then i made my app logic and layout horizontal

    ==========

    =->>======

    ==========

    but I wanted to know if this is how you are supposed to design portrait apps or is there some option in construct or beyond construct where you can set how Portrait layout can be oriented within app?

  • Hey,

    I have question about windowWidth parameter, I read couple of threads I could find but could not figure a solution.

    ok so scenario is this, I have two TiledBG-s for health hud.

    I want red one to be scaled to same size as playable window of the game (camera is fixed, does not move)

    I used RedTiledBG.width=windowWidth

    Then I have Health and Max Health, in event bellow I calculate what percentage of maxhealth is current health and then I translate this into hud.

    so if current health is 40% of max health, width for GreenTiledBG will be 40% of RedTiledBG width, which is turn should be equal of playable window width.

    <img src="http://i.imgur.com/V1Gemqu.png" border="0" />

    this works well and correctly when fullscreen in browser is set to "Off"

    but when its set to letterbox

    something like this happens

    <img src="http://i.imgur.com/JeGJphG.png" border="0" />

    I don't understand exactly whats going on here, but I know its being scaled somehow and windowWidth is behaving like it should from other threads.

    But in my case what alternative can I use to accomplish my task? is there anyway to capture actual playable area window width?

  • hi guys, I hope I picked right topic.

    I was wondering if anyone released game on IOS (Ipad/Iphone) already and how stable construct was on the platform?

  • Thanks man!

    I didn't know that. It works now ^_^

  • hello

    I have a question about how family variables work.

    I have family enemies, and I added States (Action) Direction, etc variables to family.

    Problem is I cant make something affect separate sprite instance action was triggered with.

    For example if one sprite is overlapping player and must be set to attack state, all sprites get variable set to attack state.

    I tried for each didn't work.

    <img src="smileys/smiley18.gif" border="0" align="middle" />

    how do I pick triggering instance and perform action on it?

    Heres CapFile

    dropbox.com/s/sfswiroklmerol5/Towerdefence.capx

    please help and

    thanks in advance!

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  • oh, thanks good fix.

    I'll try to integrate in my prototype