JunoNgx's Forum Posts

  • 11 posts
  • slegler I have not earned enough reputation to send you a private message, so I'll post it here and hope it would benefit other members as well.

    It has been a long time ago, and my memory is far from fresh, but from what I can remember, Henry's empty template for (or something sort of so, excuse my memory) did not work for some reason. What I did afterwards was to copy my assets/scripts and modify the sample game used in this tutorial:Or something sort of that. The main idea is that a standard empty template didn't work that nicely, and I did a workaround with something else that worked (the sample game).

    Again, it was a long time ago. Hope this helps.

  • Ize I'm quite interested in this, and would like to make my own gestures, but failed to decipher this line:

    floor((int(45*0.5+360+Box.Angle)%360)*8/360)

    Would you mind elaborate this a bit? Thank you in advance.

    Edit: It seems that I have been able to understand the concept, but not quite that particular line. I think

    round(Box.Angle/45)

    would have made a much more simple line, though I might be unaware of any drawback.

    Regardless, I would be using some of your lines, more or less, with credits being given to you, of course. Do let me know if there is a particular name you would like to display, or any related website/portfolio.

  • Pode Is this plugin still in development? It seems that Construct 2 has employed a new format since the last update, and adding custom gesture is no longer usable.

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  • If you're not serious about your game enough to have Nexus 4/Galaxy Nexus, Nexus 5, and Nexus 7 and Nexus 10 on your desk simultaneously, then optimizing your game is not worth it. This is an incredibly painful process even when you develop natively, and there is no painless shortcut to it. The SDK emulator will let you know if there are stretches or gaps on certain resolution, but won't test your performance, especially on mid-end and lower devices.

    But no matter what you do, there chances for undetected device-specific bugs are nearly guaranteed.

    My story: 3 days post-launch, I was freaked out that my game was horribly broken on 1920 x 1280, just because a friend let me borrow his tablet. I also got a deal on 100%Indie, but unable to take advantage of it because of a Samsung-specific bug that was absent from the 7 devices I tested on.

    You'd just have to deal with it.

  • thehen <strike>Is there anyway I can test the trial mode before uploading for certification? This part of documentation mentions it, but I can't get it to work.

    msdn.microsoft.com/en-us/library/windowsphone/develop/hh286402(v=vs.105).aspx

    Did you embed any code in the project template that might have helped in anyway?</strike>

    Running in debug mode should simulate the trial version of the game. I shouldn't have tampered with the project template.

  • Long story short: I lost the source for my latest updates after hours of testing and tweakings.

    Seriously, why is it so vital for C2 to spam the save buttons? Aren't tweakings with numbers and commands brain-messing enough? Why add another engine-unique problem for the developer? For every single engine or IDE I have used, saving is even require before a run, and is it really vital and absolutely necessary to create a Construct2-specific habit?

    And why on earth isn't a cached of unsaved stuff somewhere in case I want dig back something I did previously?

    Also, this isn't the only time this happens. It screwed me enough for me to post this.

    And before anyone talks about backup, that feature doesn't work until you hit the save button.

    PS: And please fix the forum. I receive the session expired message and have to write things ten times everytime I want to post something in the forum.

  • thehen Certainly, I have read the entire article tens of times over again, but as I have stated, 22hHz and mono channel is not an option.

    On the other hand, I also don't think it applies to "Any mobile game". My identical Android version clocks at less than 20MB at decent quality, even when maintaining multiple formats for the same files. I have also seen countless (music-based) games with high-quality at a respectable size.

    This issue seems very specific to exporting to Visual Studios from Construct 2. It is unfortunate that audio happens to be important to me this time.

    PS: Looks like 22kHz will do. I also cut the gameplay music shorter since the player is not likely to listen to the entire song. Still a compromise, but perhaps it's the best it can get.

    PSS: Scirra forum's session expiry is driving me nuts.

  • thehen I'm struggling with 100MB of music in the xap file. Not only such size is not acceptable, it is crashing my game (which took me a whole day of testing to find out).

    Music is way important for my game to be compromised by lower bitrates. Is there any way at all I can deal with this?

  • gfigueroa Ludei's CocoonJS is still your best bet. Try to find the actions that don't work when compiled in CocoonJS (hint: I know mute and unmute don't work) and think of some workarounds (such as play and stop). Not all of them will be fixable, but many should be. Just good luck.

  • gfigueroa That was a weird question. Getting things right in WP8 is often one of the last things to do, and things should work well on desktop browsers and Android first. If you have read thehen's guide to Windows Phone 8, then it is clear enough.

    If it works on browsers, it should work on Android (with no specification needed most of the times). Things going wrong are PhoneGap and CocoonJS's faults. My experience with PhoneGap was unacceptably horrible, and CocoonJS's builds are buggy here and there. Getting a decent build on CocoonJS is just plainly luck, and I would say both are quite unreliable at the moment.

  • thehen <strike>I have been struggling with the plugin lately. I am certain my "codes" in Construct 2 are functional, and they ran well on browsers (and even on Android). However, none of the optimization for Windows Phone 8 (mainly sound playing and back button) is running, at least on an Emulator.

    What even weirder is that none of the functions in this plugin works when I attempt to run the completed example in WindowsPhoneTutorialFinished.zip on the Emulator. Sounds don't play at all (I DID add your converted *.wav files), and back button quits the app instead of returning to main menu.

    I'm not sure how to proceed now. Is this possible that my Java version or Visual Studios version could have rendered the plugin useless on my PC?</strike>

    PS: <strike>The issue is fixed. I missed the part in which I had to use the template coming with the plugin zip file. My bad.

    On the other hand, I'm suffering from an issue with scaling or sort. There is some kind of margin on top left corner and thus, the game cannot be displayed in fullscreen.</strike>

    PSS: This issue is also fixed. The margin setting can be found in MainPage.xaml, near the SplashScreen settings and path.

    Thanks a lot You'll appear in my credits for this game.

  • 11 posts