jeffige's Forum Posts

  • Could put invisible walls on the sides.

  • Try:

    Character - On collision with wall > Character - Set animation to (make a single frame or an idle animation and set it to that)

    Or maybe even try Offset. Which means if the character is X pixels away. (choose how many pixels)

  • Yeah, i finally found an answer. Google dev chat didn't even know.

    Now if i can get google game leaderboards to stop muting my music and sounds....

  • sivricmarijan

    With a game like that, if it's on desktop, there's really no way around the black bars. With the game at fullscreen/scale outer it would be like trying to watch a football game on a 60" tv, when your eyes are only a foot away from the screen.

    However, on a mobile phone/tablet the screens are pretty close in relation to their screen size (not resolution). A galaxy tab 10 is huge, but still not that far from a normal mobile phone screen. Yes, your objects need to be designed to be able to scale up to that higher resolution without losing its sharpness, but it can still be done.

    if your game's layout is 1280x720, i'm assuming your window is too. Make your window 1024x576 (that's still a 16:9 resolution) and this should give you enough room to display on a variety of devices. Phones AND tablets.

    And what happens when new smart phones come out with a 4:3 aspect?

    No problem. Your larger layout with the smaller window will cover them too.

    You just need to do some homework to learn how to move those walls to the edge of the viewport when it changes from 16:9 to 4:3.

    There are expressions you need....get the viewport size > set walls to viewportleft, viewportright, etc. etc.

    That is rudimentary, and not at all the expression. It's been awhile since i had tyo know it. And haven't used it in a LONG time.

    I am not experienced as a lot of folks on here, and they may know a better way to do it, but that's probably the way i would try to go.

  • So i've been stuck on this last bug for a while now. Music and sounds play fine, when i call the leaderboard, music stops. Leaderboard displays fine.

    When i back out of the leaderboard with the top right arrow provided on the leaderboard all music and soundfx will not play again, until the game is closed and then restarted.

    I've went through all my events/actions that include anything with the music/soundfx/leaderboard but i can't see anything that will cause this.

    I even changed the way the music/soundfx are handled. It may just be that i am not getting the event/actions correct when calling the leaderboard and dismissing it.

    When the player Logs In the very 1st time, the Audio is playing but stops for the Log In process. After Player Log In Succeeded the audio plays again fine.

    Leaderboard events: music is playing until ...

    Cordova Game - is logged in -

    ... On touched (object) -- Cordova Game > Show leaderboard for (leaderboard ID) ** I don't submit score here if logged in - I submit score on player death in another eventsheet**

    Cordova Game - is not logged in

    ... On touched (object) -- Cordova Game > Log in (tag "PlayerLogin")

    Cordova Game - On log in (tag "PlayerLogin") succeeded -- Cordova Game > Submit Score to (leaderboard ID) (tag "PlayerScore") **I don't get player image here cause i've never seen a player image show, so i leave that out and proceed to submit score**

    Cordova Game - On Submit Score Succeeded -- Cordova Game > Show leaderboard for (leaderboard ID)

    Is there something i'm leaving out, or something that i should not include?

  • You're gonna have to give me some time to see what i can do.

    I have a major issue when displaying a google game leaderboard and it stopping and muting all my audio. This is my last bug before publishing, so i got to get this resolved.

  • You may have to add more conditions:

    Tank2 is overlapping Tank1 & is not overlapping vehicle2 > set Tank2 bullet speed to 20

  • yes. i want to make the text bigger so they can see it better.

    On the layout that you have your textbox - Add these events/actions:

    (event) System - Start of layout > (action) Textbox > set css style to (property name) "font-size" (value) "xxem"

    The xx is whatever size you want - i'd start small, maybe around 1.5.

    The em is the postfix if you will.

    Just keep editng the size (xx) till you find the right size, and you need to test it on different devices. It will be larger or smaller.

    Also, click on the textbox object. In the properties window you will see "Auto font size" put this to no.

  • You're using a textbox that allows the player to type in the box?

  • ...but I'm fine with that.

    First, i wouldn't add tablets to the list of available devices if the game does not play well. IMO it looks amateurish.

    Second, if you're fine with that, then...okay.

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  • I get this error, along with the long list of plugins error, several times. I am in alpha testing and trying to get rid of a couple of bugs, so i may build several times a day.

    Steps i take:

    If i get the 'undefined error' i just close XDK and re-open. I'll usually get the big error box that lists my plugins. I'll just click on any of the bottom buttons so it closes.

    Once on the project page, where you add the settings for your build, i always delete my third party plugins i have added in C2 (the only plugins i use at this time are from cranberrygame: cordovaGame, cordovaAdmob and cordovaIAP. Why? I have had several errors when building if i leave them in. So it wastes less time for me to delete them and add them again manually.

    Also, when i edit my game, layouts or event sheets, i always change the version number: 1.0.0.6, 1.0.0.7, etc.etc.

    When i do this, if i try to open that project in intel xdk, i'll get an error sometimes. So i always delete that previous project from intel xdk, which does not delete it from your hard drive, only from intel xdk's. I have to sometimes close/re-open and delete it again, but it does save some headaches.

  • Persist behavior.

  • Ashley

    I now know its not the log in causing the issue but the leaderboard when its displaying.

    If its on 'social' music still works, but if i go to 'all' thats when music stops.

    I want to inspect things a bit more to see of i can figure it out. If not, i'll have to post a capx. Seeing this is my only issue thats causing me to promote to beta testing, i may need all the help i can get.

  • But if I target 3:2 aspect ratio, my game should work an almost all devices, but a user will see black bars around my game if device aspect ratio is different. Am I right?

    First, did you look at the links i posted before?

    Basically, if your layout is....say 600x300, and your window is....say 400x200, you want your layout, that 600x300 to be a bit larger. Say 700x400.

    Then when you add objects, make sure NOTHING important is close to the edges.

    Again, i can not remember the exact expression you need here.

    Its either viewport or window expressions. And there will be A LOT of trial and error here.

    I do not know if you could actually bounce the ball off the edges of the screen. As i said, adding plain objects to your game then making them transparent and rectangle and placing them at the edges of the screen by way of the viewport or window expression.

    (This is wrong, only adding it for an example)

    create object - X position.viewport.left +30

    Again, that is not the expression but its something like that.

    Search the manual for viewport and windowwidth and or do a forum search. Take some time to read through.

  • im making a text based horror game. but the text were the player writes is too small.

    I'm not at my laptop but if i remember right: on start of layout - Textbox - set "ecm" (that ecm may be wrong, can't remember) to.....

    Do a search in the manual for css or textbox or text box. The exact css styling is in there. Just needs a bit of trial and error.