NicholasM254's Forum Posts

  • 10 posts
  • ashley has filed a bug to cordova, but the bug report seems pretty dead. github.com/apache/cordova-android/issues/1106

    I had to download and start using Android Studio.

    there is no error with the back-button events, but with the regular cordova splash plugin it won't work. So I guess many people stopped to use the regular and started to use the unofficial fork

    Alright, I guess I'll have to learn one of the work arounds. I'd rather that stuff work appropriately, to not look too much like a novice.

  • this is unfortunately a very well known issue :(

    For me the only way of solving this is to export with Android Studio and comment out one line (104) from the splash plugin. then it works fine.

    there exist a fork of the plugin as well, but then you will need to build the apk with cordova on your own.

    If you use the C3 exporter the back-button don't work (only work if you unfocus with home-button and go back)

    That sucks. Any word on them fixing it?

  • Hi, I'm using the "Browser -> on mobile back button pressed" event in one layout to close a menu hidden on a layer, and on another layout I'm using it to go to the previous layout.

    After exporting with Cordova to Debug APK, The event usually doesn't work the first time after opening the game, but if an Android user presses their Android home button, then multitasks back to the game, then I notice the event works after that.

    Does anyone else have this issue or have a way to fix it?

    These are two different layouts.

    I forgot to add, when I said "The event usually doesn't work the first time after opening the game",

    usually, upon that first time of opening the game before going to the home screen and back to the game, what it does no matter what is if a user presses the back button it exits the game, even though I want it doing what I expressed in the events. But it's strange to me because if a user opens the game, then presses the home button, then navigates back to the game through their multitasking screen, then the events work as expected.

  • Hi, I'm using the "Browser -> on mobile back button pressed" event in one layout to close a menu hidden on a layer, and on another layout I'm using it to go to the previous layout.

    After exporting with Cordova to Debug APK, The event usually doesn't work the first time after opening the game, but if an Android user presses their Android home button, then multitasks back to the game, then I notice the event works after that.

    Does anyone else have this issue or have a way to fix it?

    These are two different layouts.

  • Okay, strangely this sorted itself out on its own. It's not happening anymore (and I didn't do anything to fix it). Sorry to waste anybody's time.

  • The only thing I noticed is you haven't declared the variable for timescale and that might be the issue. Not 100% sure.

    Timescale is something already there in the system though .-. It paused and unpaused perfectly until I added the countdown timer. I need the countdown timer though because the player gets 1 minute to complete the level. So removing it isn't an option unless there's another way of doing it that doesn't interfere with the timescale (I guess this is what's going on?)

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  • Can anyone help with this?

  • I have a pause button that sets the timescale to 0 when it's pressed. This worked fine.

    Just earlier I added a timer with a global variable to my game. It would count down from 60 by subtracting 1 from the global variable every second.

    Ever since I added that, the pause function no longer works. When I press the pause button, the global variable changes back to 60 and it looks like it resets the layout. I appreciate any help with fixing this problem.

  • It might help to read the manual for "picking" instances [https://www.scirra.com/manual/75/how-events-work].

    Also search the tutorials and forums for "picking".

    As your code stands the bullet objects all go right when X is mirrored because nothing is picking which instances of the bullets.

    One way would be to give your bullet an instance variable of JustSpawned=0, have your code condition JustSpawned=0 when deciding its direction and change it to JustSpawned=1 once it has its direction assignment... this way old bullets will ignore direction changes and changes will happen so quick duplicates shouldn't occur.. but if they did you would need to tighten the "picking" conditions more.

    Thanks for the help. I read up on that manual but couldn't figure out what else to do to tighen my "picking", so I just went with your second suggestion for now. It seems to be working fine currently. Seriously, thanks!

  • I have an enemy who walks back and forth on the level and shoots every few seconds. The enemies are spawned randomly every few seconds. The bullet's direction is determined by whether the enemy is mirrored or not. If there are multiple enemies on the level, the bullet's direction gets all messed up. For example, all of the bullets on the level going right. How can I control this better? Here's what I've got.

  • 10 posts