JWstudios's Forum Posts

  • Cheers for response, collision boxes were fine(tried bounding box for all too).

    Turned out if I disabled the anchor for the platform on load layout it stopped it happening, the issue didn't happen when i F11'd preview and refreshed: only on apk install and full screen browser preview.

    Strange thing is i've had the anchor since Tues with no changes to its settings, something else must have been interfering.

  • I've done a search, only results i can find relate to platform games.

    I have blocks that fall through the bottom of my level then teleport back up to where they should stand(but with some velocity so they dont settle as they should).

    I have experienced it a few times, it has eventually resolved itself(or i did without realising).

    • The bottom of my game is not a platform, everything is physics and solid.

    I've attempted changing things to just physics but I still get the overlap on the layout start.

    has anyone else experienced this?

    ---

    I do have anchors but made zero changes to them since my last export, ground and objects on ground anchored bottom and right. Controls and inventory is anchored top and left.

  • do you have your engine set to accelerated for hardware? i get nothing but black screen if i use this one

  • To avoid them being clicked whilst not visible you can move them out of view or destroy & recreate

  • I had a few issues with the Z layers and global's, rather than working out what was causing it i just

    On start of layout

    Move Global to Highest layer

    Move Global to Top

  • The launcher apps is not great imo

    • When I use the compile service my app runs fine, but when using the launcher i noticed certain things are ignored (e.g. set object immovable)
  • If you set up the local network previewing(run c2 as admin and its somewhere in the options) you can then visit the url on your phone if your on the wifi.

  • He didn't understand that one ...

    +1

  • Haha yeah. Wont be worth the negative votes on the store. Im going to have to start performance testing mine soon. Going to to have to borrow a few devices (using my s3 isnt really accurate for the average device).

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  • +1

  • Yeah, currently the vast majority of our artwork is done as SVG so exporting the artwork(at a higher res) then replacing the images.

    Are there frequently different or unified bugs(CocoonJS) with exporting to iphone/android?

    I'm Concerned about having change masses of events to export to different platforms and changing how the game works and ending up with 2/3 different games to keep updated

  • Yes, so far i've only tested on my mobile device (S3), will have access to iphone.

  • Oh yeah, there's absolutely no reason someone couldn't make a popular game with C2, I have no doubt there has been more we just dont know what they are :)

  • Anyone have experience releasing to multiple platforms on a single project?

    is there anything I should anticipate if I aim to do so?

    Am I likely to require a separate project for each?

    Iphone

    Android

    Windows?

  • Are there any well known apps that have hit the big numbers(100,000+)? the only one I've really heard of is mortar melon.

    I understand that a large portion may not of have active on the forums and not published the details of what it was developed in.