Ize's Forum Posts

  • This is an old test i made with an OLD version of Canvas by R0J0hound

    It works but is really slow (it used to run great now it has a real slowdown problem...)

    Anyway the events should really be optimized so every tick is used only once and not all over the place but this does what you want...

    dl.dropboxusercontent.com/u/45711709/Lemmings/Lemmings.capx

  • Is the Sound coming from the SPEAKER or the EARPIECE?

    I had (have) the same problem and it turned out to be a webaudio bug in chrome / xdk / crosswalk for android...

    So if it's coming from the earpiece just wait for the new xdk / crosswalk update.

    IntelTyler & IntelRobert said it's probably fixed in the next or an upcoming version :D

  • IntelTyler & IntelRobert i tried exporting as an html5 website and then opening the game with chrome for android and the same thing happens...

    sounds comes from the earpiece, not the normal speaker...

    so it's probably a chrome bug?

    my chrome version is 31.0.1650.59 latest version according to the play store :/

    EDIT: probably the same as this one: code.google.com/p/chromium/issues/detail

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  • IntelTyler i came across a stupid bug, but maybe it's my fault dunno...

    when i play sounds or music they come from the EARPIECE instead of the normal speaker...

    this is especially annoying because i have to restart my phone once i started a crosswalk app because after i do so all other apps will play their sounds from the earpiece aswell :/

    i'm using a sony xperia z

  • After i pressed build it took around 10 Minutes and the Screen changed to one where i could download or e-mail the link to the finished apk.

    My game IS physics heavy cause of all the ragdolls but only once the people die... before they are normal sprites. So that can't be what's causing the slowdown.

    I'll remove the text objects and try the export again as someone mentioned they could cause the slowdown.

  • The whole build process was very smooth and easy for me.

    I then send my test game via airdroid to my device (Sony Xperia Z) and it installed without any problems.

    However the performance is... bad... 9-10 fps (recording the screen only makes it slow down 1-2 fps)

    Here's a test recording:

    [TUBE]http://www.youtube.com/watch?v=oLzGkGjnDkc[/TUBE]

    I f*cked up the audio and accidently used mic input so you can hear my gf sniffing her nose in the end...lol :D

    All in all... it's a beta so i'm glad the build process already works so smoothly... hopefully the performance issues will be fixed in the future.

  • Sorry it took me a while... was busy over the weekend ;)

    Here's a new version: CLICK ME

    Check the alternative Mode and tell me if that works for you.

    I've set the decimal seperator in Windows to "." instead of "," and tried it with this new version and it converted successfully for me.

  • OK cool... one bug out of the way! :D

    Once retrodude posts a .capx i'll try to fix the problem he mentioned too

  • Thanks for the feedback guys.

    liaeb can you upload a simple .capx that has this problem?

    retrodude the only thing i could imagine is that i didn't take the decimal seperator into account (us = . / eu = ,) etc. so that might be what's causing the calculation error...

    Could you also upload a simple .capx which isn't converted correctly?

    I'll get right on it! :D

  • I've helped myself by writing a simple program to do what i needed:

    Check me out! :D

  • I wanted to resize one of my projects and found out there's no easy way to do this in construct 2 so i wrote an application which does what i needed.

    Maybe someone else will find this usefull too.

    Requires the .NET Framework to be installed.

    Download: CLICK ME TO DOWNLOAD!!!

    How to use:

    1. Make a Backup

    2. Make a Backup!!!

    3. Load your project into the program and set the new Project Resolution.

    4. Hit the Re-Scale! Button and pray that it works :D

    This only adjusts the Layouts and all objects in them.

    Make sure your new target resolution has the same aspect ratio as the current one or your objects will get stretched.

    Adjusting the X/Y/Width/Height in the Eventsheet makes no sense since every game has different requirements... so you'll have to sort that out manually.

    Here is how the Program looks:

    And here an example of what it does:

    Original Size:

    Smaller Size:

    Bigger Size:

  • [TUBE]http://www.youtube.com/watch?v=Iimc1wYtHmU[/TUBE]

    An update on Human Minesweeper... oh yeah! :D

    Menu isn't finished yet, still a few small bugs but it's getting there :)

  • Well, i made a game and it turns out the resolution i choose is too small...

    Is it possible to resize a whole project without manually resizing everything(Sprites, Texts, Layers, etc.)?

    If not, what would be the best way to handle this(except planning in advance and choosing the correct resolution :P)?

  • I don't know if this can help but here's a noob "ai" with states...

    dl.dropboxusercontent.com/u/45711709/noobAI.capx

    Quickly hacked together so it might be buggy ;D

  • Are you sure you didn't use the Event "Reset Global Variables" somewhere?

    Because Global variables should keep their values even on a layout change...