poppants's Forum Posts

  • Hi there.

    I was testing my game today, imported using Intel XDK. On two tablets, both with Android 4.2.2 (one with 256mb RAM and another with 1gb) FPS was quite bad.

    My friend tested on his two devices - Fly phone with 5.1 (512mb RAM) and Samsung tablet with 4.4 (1gb RAM) - here FPS was quite good, especially on first one.

    Just for the sake of getting more info - can you please specify the RAM and Android versions? The later seems to be of importance.

    PS: tried your game on my old tablet Android 4.2.2 with 256mb RAM. The game was ok - but it would freeze a bit from time to time.

  • Good day, hope you are doing better than me after countless hours spent on trying to find a way to monetize my game on wp8.1.

    I looked through countless amount of ad networks but none were of help. Since the WP8.1 export in C2 is on js/html5 there is no possibility to integrate any available ADs SDK like Smaato. I looked through several other options like iFrame or AD snippet, but none did work after countless amount of testing.

    Is there anyone who was able to monetize their WP8.1 apps by ads of any type? Any information would be welcomed!

    Cheers,

    Per

  • Never seen a contest without a traditional post-announcement brawl!

    The thing about Kontrazt is, that it was not supposed to be penalized at all! Because it was not supposed to be evaluated at all, e.g. read - not make it to the judges' list. Nothing personal, it is just contest rules, you know.

    As to message left by EvilXIII and about ISA by Cepheus I am truly sorry for that your games did not make it to the list. They were a product of good game design and had brilliant mechanics. Contests are based on subjective opinion of judges,meaning here, two people. Their opinion, is the result of the contest, but they do not mean that chosen games are good, while the rest is bad. If you want to see whether your game was really good or want some sort of acknowledgment, head to comment section - you have plenty of proof there.

  • Congratulations to everyone, the Jam was quite fun to participate in.

    Elliott , Ashley , Tom you guys are not taking another two weeks for prizes, are you? Could anyone drop a reply for my previous post please?

  • Congratulations to the winners, and good luck/patience to people who are still waiting for the results.

    Elliott or Scirra Team, not to be a pain in the ass, but can we grab contest prize as soon as possible? Since the announcement took some time to arrive, my timeline got shifted as well (I held fingers crossed to get one of the spots for personal license). Could you guys please make an exception and grant the prize (personal license) asap? This way I will be able to meet my deadlines.

    I would really appreciate that.

    Cheers.

  • Cheers Elliott thanks for letting us know

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  • Scirra, Rikoshe, I believe contest participant would really appreciate any sort of communication about the matter from your side.

  • Hi there,

    Probably (happened to me) you resized the sprite. So, see if sprite size on layout is different from the one in the image editor.

    EG: select the sprite on layout, see the size in Properties window, then select the same object in Projects window and check the size in Properties again.

  • As a pre-emptive announcement, our update server went down at the weekend, we're working on fixing it, but this may cause a delay. In all honesty it should be fixed before this Friday, but just in case!

    Oh, the wait time, so cruel! No, but seriously, how are things going?

    Please let us know as soon as possible!

  • Hi Tom ,

    UPDATE: it was server I presume, picture updated by itself.

    Sorry to bring up the old thread (could not find other ones) but the problem is still here.

    The problem: tried changing the picture of a game on Scirra Arcade, does not get updated. Already tried following:

    1. Changing the picture (I thought problem was in the picture, so i changed it)

    2. Both .jpg and .png formats

    3. Cleaning the cache of the browser + hard refresh (Firefox 45.0.1)

    4. Other browsers and other computers (Mac and Win 10) - Safari and Edge

    5. Wait for server cache - at least 12 hours passed since the attempt.

    Could you please suggest something? I ran out of solutions

  • We'll be announcing the results on April 15th.

    Thanks for letting us know, good luck everyone!

  • Hi Jimwills,

    I am a novice construct 2 users, but problems seem to be similar to ones i encountered before:

    1. Player head seems to have its own collision enabled, meaning, as soon as it gets "jumped through" the other platform, well it gets stuck.

    2. Can you describe/show this a bit wider? Does your ladder go thorough another object?

    3. To make it less painful to use editor - right click on tilemap -> Z Order -> Send to bottom of Layer. This will move tilemap to the bottom of the layer, meaning, everything else will be above it, and clickable. So, just do that for every tilemap/object and enjoy.

  • mindFaQ,

    Thank you again, it is very helpful. Well, i am off to study the possibilities, and see what I can mak2e with them.

    PS: The prototype I was talking about is not the one above, but the one I made after R0J0hound's advice.

    R0J0hound,

    I used your code, though, changed it a bit so loops run only when a certain condition is met first. Thus, decreasing the load the game puts on the system. It works smoothly!

    Thank you guys again, the community here is brilliant!

  • plinkie, thanks for your input, that was quite... informative

    R0J0hound, thank you so much for your reply! I was able to create exactly what I was thinking about, and learned more about functions and loops. Also, that is a great way of using instant variables on cloned instances, didn't know it was possible.

    mindFaQ,

    I just opened your .capx and it took quite some time to understand how this works. It is definitely a completely different way of making the exact thing, it is fascinating!

    And, as you said it would be better for performance, since the first prototype is already lagging. I will try to redo with the way you showed, and see how that works out.

    Could you also, if possible, advice on more code learning? Basics are covered already, but I dont know where to start with more advanced level.

    Again, thank you for your time and efforts, I will be back when i get the second prototype working.

  • Good day everyone,

    Let me at first justify my post on this busy forum: I searched everywhere and tried to fix the problem myself, but, well, it didn't work. I am using free version of Construct 2, right now just testing the possibilities, and I have basic code experience - and that is what the questions is going to be about. I was able to implement so far all ideas I had in mind, and now I am trying to shorten my events amount and learn more advanced event handling.

    So, long story short:

    On game field there are n-number of substances. Picking two different substances creates a new potion. That potion moves automatically to the 2-container-inventory, and gets ready to be used (by a player).

    A couple of rules:

    1. There cannot be more than two potions in inventory.

    2. Substances cannot be gathered if both inventory slots are taken.

    3. If you already have substanceN, you cannot take another substanceN.

    These all described above already works in the following event system. Now, I am trying to shorten my code and try learning/using advanced options Construct 2 has to offer.

    Description of the code (.capx - I canot post URLs due to my low reputation, so please, just remove spaces in the following: http:// 1drv.ms /1OhN5iz ). It will lead to my cloud with access only to this file.

    (First group - Dictionaries)

    I used two dictionaries to store amount of potions and substances. Global variables were used before, and moving to a dictionary helped to decrease the amount of events roughly by 20.

    (Second group - substanceGathering)

    On collision with player substances get destroyed and are moved to the dictionary. System checks the total amount of potions in 2 container inventory (an array), and permits gathering if the amount is 2 or more.

    (Third group - potionsBrewing)

    System checks whether there is a possible combination of two substances, and immediately creates/brews a potion, removing two substances used.

    (Fourth group - inventoryGetsPotions)

    System checks whether there is a potion in the dictionary and moves it to the 2-container-inventory (an array), removing it from the dictionary. Here an IF-Else statement helps to move potion to an empty space.

    Wuh, that is quite some read up here! So, the questions to users:

    1. Second group - has a lot of similar code, is it possible to shorten it down to one? Would functions help out here?

    2. Fourth group - I was thinking to use a loop here, to shorten the code, but I am not sure how to do it. I do can formulate it in a sentence, but just can't make the concept in Construct 2. So, should be a loop be like this:

    1. System checks if any of PotionN Dictionary entries are equal to 1.

    2. System moves that very same PotionN to the array, using same If/Else statement.

    3. System sets that PotionN entry to 0.

    3. If a second Player comes into the play, is there a way to optimize this whole code for it, using again, functions?

    I am User Interface, User Experience designer, and games are my passion. I think you can see that I am not a great coder, but constant practicing should lead to a good output, I hope

    I really appreciate your help and feedback on the code, thank you for your time!