Phoenixbowman's Forum Posts

  • It does not work on the phone. The Go To Browser function does not launch a browser with the listed URL on the phone.

    Is there no way at all to do this? Click a button. Doing so Launches a browser, on the phone, with the listed URL.

  • The Browser function launch URL does not work on the phone. Again, it does not work on the phone. This is an absolute must. Am I missing something? The function says launch URL, but it's not launching the URL.

    How, on a phone, can a browser, with a URL, be launched when a button is clicked? I know "On Click." The issue is getting the URL to launch.

    Oh, horse-puckey. I did go to URL instead of open New Window.

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  • I haven't sold anything, but it depends on a number of factors, im guessing.

    1.) The price of your apps on the store. Google takes 30%, but that still leaves you 70&. Say your game is $1, so you get 70cents per sale. That may not seem like a lot, but it can add up over time. Google and others have written guides about how to price apps, recommendations.

    2.) Promoting. Promoting your game to family and friends may help, then asking them to pass the word along.

    3.) Social media. Having a Facebook page and/or Twitter account can help drive traffic to your app on Google Play. More traffic > more sales. All of which increases the purchases.

    Together, and depending on those factors, will determine if/when you get the $25 back.

  • For people who have used Intel XDX to compile their app's .apk(s) and for people who are familiar with Intel XDX. Yes, I posted this question on their forums and the silence speaks volumes.

    Apparently, Intel XDX is, according to the tutorials I read about publishing games, a method to compile the .apk from Construct 2 files.

    It however requires certain irremovable permissions.

    "

    The app that I am helping to develop does not require an internet connection. When I installed the .apk from Intel XDX, i see three permissions.

    I know that this are mandatory permissions: https://software.intel.com/en-us/xdk/fa ... ermissions

    How do I explain to the end-users these required permissions? If they wonder or ask why they are required? May I link Intel XDX supports email address? Can i add that link here? https://software.intel.com/en-us/xdk/fa ... ermissions in the store page?

    These Permissions:

    * Full Network Access

    * View Network Connections

    *View Wi-fi Connections. "

    How can I explain these to the end-users? this app does not require any internet or data connection whatsoever. Since Intel XDX mandates it, how can I explain to the users what they are and why they are needed? Or should I just, in the store page, include a link to the FAQ and Intel's corporate HQ email address? Since they're the ones who require those three permissions, they can explain it.

  • scirra.com/manual/110/browser

    [quote:16mafmoi]Open URL in new window

    Navigate to a given URL in a new window (or tab if the browser settings override). This continues to run the HTML5 game in the old window or tab.

    edit: ninja'd ><

    It should work. Is your URL in quotes?

    Browser - Go to "http://www.google.com" in a new window ("NewWindow") [/code:16mafmoi]
    is how it shows up on my event sheet, and it works ok.
    
    
    Oh, it has to be in quotes.  I'll put it into quotes.
  • Can I do this on a mobile phone? I looked at the browser object and Behaviors is grayed out. The browser option has no behaviors (its grayed out.)

    On the mobile phone, they click a button and it launches the URL.

  • I found the Browser object. It says, enter the full URL to navigate to it. I did enter it, but its showing an error when i click done.

    It's taking issue with both http:// and

  • Is there a function where if you click a button, it launches the device's default browser with a URL? As in, you click the button, the button has a URL (click launch URL) and that launches a browser window?

  • */\* Thank you all for your kind help. I really appreciate the advice and help you all gave : ) */\*

  • The Image Background is just a little over 700 kilobytes.

  • PS: The memory dropped! When I changed layouts it was fluctuating up and down, instead of only climbing.

    All I did was do End of Layout > Destroy all (Except, I listed every single asset and set each one to Destroy.)

    I don't know, maybe it had to do something with my code. whatever it is, it worked.

    I'm just going to call it "magic" and take it.

  • I ran it again and it's doing fine. I added End of Layout > Destroy Background to each level.

    The background is high resolution (the only high-res graphic.) that may have been what was causing it.

    In the debugger, I noticed that even when timescale was set to 0, it was still doing collision checks. Sprites on future levels don't move until the layout begins, correct? If the Sprite is set to 0, until the code making it move runs (when the layout is active) it stays still?

    Unless Sprites are loaded and moving in Layouts that are not. Sprites are supposed to move, but the Layouts where they're moving are not active yet. As in, when the Layout is active, they move. What i'm getting is that Sprites are not loaded until the Layout is loaded. Meaning they should not be moving.

    Because when the Layout loads, the Sprites are where I placed them in the Layout view. Which means they are not moving when the layout is not active. Yet the debugger shows collision checks.

    If the Sprites on inacvtive, future, layouts are not moving, how can there be collision checks when timescale = 0

    Im concerned about this because I don't want to melt the phones of people who get this game. Better to solve it now, then end up wrecking peoples' phones.

  • Going from a layout to another one, instances are deleted, but the texture for the sprite object stays in memory.

    If you keep piling memory (or memory leak) perhaps do you have some loop in your code that tries to create/destroy objects which could cause such an issue.

    C2 has its own garbage collection so you don't have to worry about this normally, unless you're going against this logic somehow.

    Debug/profile your project to see what may be going on.

    No, no loops in my code that create/destroy objects.

  • I did read that Ashley tutorial document. Those are general tips. Saying "Read this" doesn't address a specific cause as to why the memory keeps climbing up and up.

    Something is making it go up and up. I read that, and it did not help.