retrodude's Forum Posts

  • louisjoe

    Can you tell us how your testing your compiled app file?

  • The memory usage could be high as well causing the black screen, would be able to tell us the memory use? You can see it on construct 2 at the bottom there's a value right beside "memory use".

  • rabidsheep

    Isn't cocoonjs much faster then phone gap and appmobi?

    benatkinson1991

    I understand sound loading a bit slow but the black screen is unusual. Did you test your apk on the cocoonjs app? If so then that won't work.

    Refer back to this post and read my second response, I think it might help you:

    scirra.com/forum/topic68723_post422543.html

  • louisjoe

    I just reread your post. After the game is compiled from the cloud compiling system, then what you do is test to see if it works is to upload the compiled file to dropbox, then download the compiled apk file from your dropbox ON YOUR IPHONES web browser.

    You cant run the compiled file with cocoonjs since its the apk file, however you can download it on your phone then run it like a regular app.

  • louisjoe

    Normally when you export a game to cocoonjs using construct2 you get a zip or rar file. Inside that rar/zip file you have a jscript, something like c2runtime.js.

    Maybe its not finding that?

    If not then you have to sign your compiled sdk file. There should be guides on it somewhere on the forums or on the cocoonjs website.

  • psycholize

    Sulli

    Im guessing this is what your trying to do?

    Link:

    dropbox.com/s/llnb9hs866htv7u/Fix.capx

  • It might be best to buy it from the store. I heard it was generally easier since some people had issues with steam or there was some minor issue. Maybe if you search the forum you can get your answer.

  • I read somewhere in the forums that having more sprite objects is more CPU intensive then having more instances of one sprite object. So having 1000 different sprite objects affects the memory usage more then having 1000 instances of one sprite object that is recopied and reused.

    Also I would think an object is equivalent to a class in programming. As for instances, well an instance is just the amount of copies you have for one particular sprite object. So lets say I created an object called "enemy", I can then have 10 instances of that sprite object by spawning/creating it 10 times on the map.

    You can also specifically choose an instance of a set of objects.

    Im not sure what you mean by manual instances, but objects do have properties as well.

    If you want to create an instance variable for an object at runtime you have to click on your sprite object then look to your left menu to where it shows "Instance Variables" and assign them from there.

    If you want to set a value to that particular instance variable you have assigned, then select the sprite object you assigned your instance variable to in the event sheet and use the "add actions" command to select your object and select the instance variable command.

    You can then set your values (such as 100) to those instance variables by creating an event, for example

    Event---> on start of layout,

            Action-------->Set "Hero" instance variable "health" to 100

  • Arima

    Thanks for the detailed guidelines Arima, battle systems are probably one of the most complicated feature in an rpg, but having a standpoint guide is very helpful <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Sounds like a problem with cocoonjs's compiling system if the tester app works fine. You might want to report it to ludei.

    I'll check over my event sheet and retest the game on my samsung, and if I'm unable to fix it then I'll contact ludei. I thought I would post this up incase someone else knew the solution to my problem. But I think it could very well be an issue with my samsung. <img src="smileys/smiley5.gif" border="0" align="middle" />

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  • I would bet that this isn't caused by setting the timescale. It's probably something else that happens simultaneously. Timescale is extremely simple and handled in pure javascript, so I cannot imagine any way that it could be related to your problem.

    I'll try looking over my event sheet, but the problem at the moment is that its only occurring on my samsung galaxy nexus, whereas the sony xperia x10 ( a lower end device) doesn't have this problem and the time scale changes run perfectly fine on the xperia x10. Although it seems the app runs fine on the cocoonjs tester app for both phones. The problem only occurs on the samsung galaxy after the file is compiled to apk and then played.

    Also I'm not saying that timescale is the problem, I was wondering if anyone else knew why this was happening or knew any possible solutions on how I could fix it. I'll check for software updates on my galaxy nexus as well to see if that will fix the issue.

  • rob

    i must say maybe android software coluld cause of problem so i didnt play my game my device before (Huawei ideos x5-android 4.0)performance was verry bad. now i've install 4.2.2 rom and i play it good and very fast :)

    Is phonegap faster or less buggy then cocoonjs for you? I was thinking what to use to compile my file as well and have so far sticked to cocoonjs

  • You could create a global variable called charge or something like that.

    I guess if you hold down, then the spindash animation can play in a loop while also adding some value to the variable called charge, then when you let go you could apply a physics impulse based on the value of charge to launch sonic.

  • I was recently working on a mobile phone game which runs really well on both my phones (Sony Xperia x10, and Samesung galaxy nexus) on the cocoonjs app. And after testing it I felt I could compile the game into an .apk and then re-test both games on my phones. However after compiling the game through cocoonjs's cloud compiling service I realized I was getting a bit of issues with sound (not much of a big deal) and a MAJOR glitch that would freeze the game on my Samsung when the timescale was changed. I had no issues with this problem on my xperia x10.

    This was no ordinary freeze, this kind of freeze would leave the game frozen, forcing me to kill the app.

    I originally used the timescale to imitate a slow-motion effect. It does in fact work properly on the xperia x10 which is a really low-end device, however on the Samsung Galaxy Nexus the game crashes when I activate slow-motion. HOWEVER, slow-motion does work when I test the game through the cocoonjs app on both phones, so I don't really understand why I'm having this issue after compiling the game only on my Samsung, considering the game runs fairly well on both phones through the cocoonjs app. I was told if the game runs properly in cocoonjs then compiling it will give similar results after publishing your game, but yet I'm having this issue.

    Does anyone know the problem or how I could fix it?

  • > Allow me to disagree about the difficulty of a turn based game. The state of who's turn it is can be represented in a variable. Then use the variable compare condition in events to control when things happen. That is pretty much the main aspect that makes it turn based.

    >

    > After that you can tackle each other aspect individually. The computer AI will be the most difficult but is doable.

    Oh, the basics are simple. I had a basic version of the battle system of loot pursuit running very quickly when I first started on it years ago when I didn't know what I was doing that seemed to work just fine at the time. It's all the extra layers of the rest of the stuff that's not basic working with all the other tons of systems together smoothly that becomes a very complex problem if you don't know what you're doing from the start, one that I would not recommend for someone starting out with construct (though it did end up being quite an effective learning experience for learning how to use construct for me). RPG's in particular at first seem simple to make, but are extremely deceptive with how complex they end up being.

    Also, you are one of the top level programmers around here, so what's easy for you, as I'm sure you're aware, might not be easy for someone else. :)

    > I'm inclined to agree with R0J0hound on the ease of developing a turn based game... for someone who knows how to work with Construct.

    I still maintain that even with experience, anything past the most basic of RPGs is going to be a much more complex task than it seems. I feel confident stating this objectively as I have read many other people agreeing to the same thing who have attempted making RPGs.

    I know I'm bumping an old thread but does anyone have any proper sources behind the logic of a generic rpg like final fantasy? I'd imagine factoring in spells, element types, strengths and weakness's would be rather tough. Same goes for creating instance variables for each character such as attack,defence,speed, etc..

    I'd also imagine character progression would be hard as well for the stat points of your character.

    Arima

    Although I'm not making one yet, its something I'd like to work in the future, and after seeing loot pursuit it seems that your probably one of the most experienced with making RPGS. Do you think you could discuss how you layed out the battle system? As in the the turn based function not so much the other flashy stuff? Because it looks really amazing