ijoin's Forum Posts

  • I shouldn't think C2 would have a problem with this type of game mechanic.

    You shouldn't think? But why?

    I don't undestand

  • So, after googling here and there, I got a nice sample for my fruit ninja style game

    http://static1.scirra.net/arcade/games/ ... ninja.capx

    that's the capx, and sadly there is no bomb or other obstacle in there

    My goal is to make something similar like this

    http://codecanyon.net/item/slashfruit-n ... ew/6748015

    My idea is to make a similar system like the way to spawn the orange ball, so we can call it bomb ball and everytime the swipe touch it, it will shake the screen and game over

    Is it good idea and will the performance suffering?

    There will any problem when converted to android APK via ludei?

    Help needed. Thanks!

  • 1. Do I need to compile an APK and sign it / zipalign it to make it work? Or should it work by directly playing the .zip file using Ludei's testing app?

    You only need to compile it to APK using Cocoon JS

    Dont forget to set it to 1.4.7 compiler since 2.0 is not working

    Also, don't minify it

    2. Will the ads show on a game which is not published on Google Play but is in beta release in Google Play Console?

    From my experience, the ads only showing up in the compiled APK

    3. Also, can you just explain how to add events for full screen ads?

    Like:

    Mainmenu event sheet

    When touched Play -> Go to Layout Ads

    Layout Ads Event Sheet

    In in CocoonJS -> show full screen ad

    System: Wait 5 sec

    Go to Layout "Start Game"

    Should it work? I want it so that when player touches Play he is shown a full screen ad for 5 sec then he is redirected to the main game.

    Theoritically, it will work

  • I got same problem

    But it fixed, only need to reinstall the 64 bit java since i'm running Windows 8.1 x64

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  • Cheers dude, I'll try that out - My version doesn't work when I export to mobile, the music isn't muted.

    Follow this tutorial

    It works for me when exported to cocoon js

  • lol

    didn't read the 2nd page

  • I would make an invisible collision sprite that follows the enemy around above their heads. Put it in a container with the enemy. If player overlaps that kill sprite for more than say 0.25 seconds destroy the enemy.. that's the easiest way I can think of doing it.

    Just make a small sprite sticked on the enemy's head, whenever your character touch the sprite the enemy dies

  • ijoin

    I handle the sound toggling with a global variable "Sound". If Sound=1 all sounds will be played.

    Live-HTML Demo: http://envato.wdbase.de/wp-content/demo/candyland/

    This is the code behind handling the toggle function/animation.

    [attachment=1:1pjma5si]toggle_sound.png[/attachment:1pjma5si]

    And this is the sound function handling the playing of the sound if it's enabled.

    [attachment=0:1pjma5si]toggle_sound_2.png[/attachment:1pjma5si]

    This is a very simple function, but it works perfect on all platforms i've tried so far.

    Thanks AndreasR

    Glad, Construct 2 community has someone helpful like you <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Btw, tried your candygame, got any tutorial to make select character and the doodle system?

    Thanks again!

  • You can try changing the master volume or by tag. Instead of using dB I use this formula to put a volume from 0 to 100

    33*log10(X/100)[/code:32qwok2k] for X from 0 to 100, or [code:32qwok2k]33*log10(X)[/code:32qwok2k] for X from 0 to 1.
    For toggle try this:
    [img="http://dl.dropboxusercontent.com/u/139926126/Forums/scirra/toggleSound.PNG"]
    

    Thanks!

    Gonna try it soon!

  • Oops nevermind, I noticed you had more info at the bottom, i mistook it for your signature haha. Thanks!

    lol, it's exactly looks like a siggy

    I'm gonna post the capx, it's not finished yet but it runs smoothly on android now

  • Problem Solved!

  • I think I found the culprit

    The main problem is the "match finder function" which is called whenever another block is destroyed and fall, it's called to recheck the match again

    Look at the highlighted part, the else event to recall the findmatch function

    And this is the function

    I'm seriously desperate to make it smoother

    ________________________________________________________

    I've ported it to cocoonjs without the else -> call find match function and it performs noticeably far far smoother

    Now, if only someone can help to optimize the code

  • i have the same problem

    lol, welcome on board

  • Try using a Sprite font instead of text. It works better with android.

    Changed to that one, still, it lags , only 15 fps

  • This is a 3 match game I got from some tutorial on the net

    Scale it up so it fit 16:9 on portrait and convert to APK using cocoon Js canvas mode, the result? Lags like hell!

    How to fix this thing up?

    Convert the movement to dt?

    Just figured out the cpu usage hit 70-80%