nothing1969's Forum Posts

  • When I find your post here, it comes to me a solution. As all screens have differents proportion of Width and Height. Why not do it like this

    1, use the Behavier Anchor, to fix the elements, whose positions are supposed to be fixed to the bord.

    2, use a background a little bit bigger than the windows

    3, Then chose Fullscreen scale.

    like this:

    10.14.182.39/yfang/image/fullscreen mode.bmp

    As we know, the cocoon use a mixe mode of scale and crop, so it is a excellent solution:

    We will have a reel Full screen mode in all device

  • I'm sorry that I haven't make it clear: There is basicly 2 aspects:

    The first is specially about CocoonJS. I find that it is excellent, but the Scale of letter and the fullscreen mode doesn't.

  • I am not sure with what you said, there is a risque to use this plugin? <img src="smileys/smiley22.gif" border="0" align="middle" /> In fait, it's really interesting, I'd like to try it anyway

  • Nice proposition Epox <img src="smileys/smiley1.gif" border="0" align="middle" /> , but what about the text? and the arrangement of all sprites? The biggest probleme is not images I suppose, but, when we play a game on his mobile phone, me can't put lots of detail on the screen, and all the texts should be bigger, or you can't recognize them::

    I've been thought about it all these days

  • We do have problems, like full screen mode, but hopefully These problemes will be solved soon... <img src="smileys/smiley4.gif" border="0" align="middle" />

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  • I suppose there is a bug with overlapping:

    object A is on layer A, whose Parallax parametre is 100, 100

    object B is on layer B, whose Parallax parametre is 0,0

    When scrolling , object B moves with the scroll, and it can not any more "feel" the overlapping, which worked before the scrolling.

    There is an offset

    So I suppose the overlapping should calcul with position relatif but not absolute.

    <img src="smileys/smiley17.gif" border="0" align="middle" />

    Nice day

  • But it's not so cool, when we don't have our Mouse Touch...

  • Then I've deleted the plugin "facebook":

    JSUtilities Exception: TypeError: Result of expression 'this.Ag[0]'[undefined] is not an object. Cause: Tag: timer Function: function(){a.go();}

    Then I've deleted the plugin one by one "Array" "GROUP" "Timeline" "Web stokage","Audio" and all the sounds, "Keyboards":

    ...

    Then I've deleted the plugin "Touch Mouse":

    il works

    Then I've tried to restore all the plugin besides "Facebook", and delete juste the "Touch Mouse":

    It works

    Then I've restored all the images and delete only the "Touch Mouse" :

    Oh my god it works:::::: <img src="smileys/smiley36.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" />

    well

  • Then I've deleted the plugin facebook:

    JSUtilities Exception: TypeError: Result of expression 'this.Ag[0]'[undefined] is not an object. Cause: Tag: timer Function: function(){a.go();}

  • and then I tried to delete all the images elements , and I have now always the same error, a litte different anyway:

    JSUtilities Exception: TypeError: Result of expression 'this.Bg[0]'[undefined] is not an object. Cause: Tag: timer Function: function(){a.go();}

  • This is the ERROR that I've got:

    JSUtilities Exception: TypeErrors: Result of expression 'this.nk[this.jv]'[undefined] is not an object. Cause: Tag: timer Function: function(){b.go();}

  • Still lots of errors...

    I will try to cover it

    Some times errors imformations seem too strange to me:

  • Thanks Mike, that is realy fun

    When, I launch my game, it gives me a note like:

    fps:>1000 is that mean I've made too much calcul in my game?

  • Hello every one,

    I've tried to export the game with phone gap, but it seems really slow.

    I'm not sure if i can re do it with Eclips, because the enviroment is also difficult to built for me. But I think I will do it later

    The game is acturlly big, like 80 sprites already and there will be more later, I'm not sure what kind of degree it can reach with Eclipes? Or it there still some methode more efficace for the acceleration .

    I've tried to payer attention with every Tip which Ashley tolded. But We do need lots of sprites...

    Anyway, on iPad, we still have a nice speed.

    Thanks, et kind regards

  • well, actually it happens when the zigzag move up and down

    I've finally found that it happen in lots of HTML5 game.

    Only when the speed is under 30, the platform jump can be assured.

    <img src="smileys/smiley9.gif" border="0" align="middle" />