shaircast's Forum Posts

  • It depends on your project, so can you write your question in more detail?

  • punkineo

    You're welcome. Instead of stars, you can try my games

    Jjanikowski

    Have you tried your app in CocoonJS Launcher before sending your zip file to Ludei? In most cases, there were some bugs in my own game.

  • leokakarott

    Try this:

    Fish object > 8Directions > Default Controls to 'No'

    It would make your game to accept custom controls.

  • What I've heard about some weakness about CocoonJS is that CocoonJS has been designed to load all the files when application starting. So I think there's nothing you can do unless Ludei updates their system.

    However, you can try resizing your images to be smaller, dropping the quality of them(like converting PNG-32 to PNG-8), or optimizing your game in other ways(Event optimizing, grouping, etc)

  • I think it's related to supporting multiple screen sizes. iOS devices have similar screen ratio with each other, but Android devices are not. To avoid problems like this, using the properties like 'Viewportbottom' is recommended when you assign object position.

    There's many tutorials and threads about that. You should check them out.

  • Ok, there's two apk files from ludei's mail, right? One is named as "~debug_signed" and another as "~release_unsigned". Debug one is for the test, so it could be installed in your phone without signing and zipaligning, but Google Store doesn't accept it. You have to create your own keystore file(keystore file is your identity. Keep it safe.) with 'keytool', sign your release apk with keystore file through 'jarsigner', and get it zip-aligned with 'zipalign' program. The tutorial you have linked is really awesome. You should do as it says.

    You can find 'zipalign' program in the Eclipse folder. In my case :

    C:\Android\adt-bundle-windows-x86-20131030\sdk\tools

    and 'keytool' and 'jarsigner' program are in Java folder. In my case :

    C:\Program Files\Java\jdk1.6.0\bin

  • leokakarott

    Hmm. I can't see any problem with that events. Can you show me the capx file? Other settings could be wrong.

    fongka2

    It's sad, but it's not a case with touch plugin. Tilt sensor values are the properties of the basic Touch plugin, and most of the basic plugin works well in both CocoonJS and Crosswalk.

  • Optimizing your game with diverse screen size is kind of hard problem, but if you want that, you have to set your project as 'scale outer' mode.

    Viewportbottom(0) would be the height of the window and Viewportright(0) would be the width.(zero is layer number, but never mind.) If you're working on scrolling-bounded-layout, Viewportleft(0) and Viewporttop(0) would always be zero. That's the first idea. If you know this, you can set the center of the gameview(by dividing them by 2), and you can put your puzzle sprites by referencing the center position.

    You can search with the keywords like 'multiple screen support', but I'm not sure they have the answer you want, because everyone's game design are different.

  • Your question is too ambiguous to answer. I can't know anything about your project. Maybe there's some error in your code, or even in your devices. I'm sure there's no bug because there's no problem with my tilting game.

    Please explain how you did in detail, if you want to get a good reply.

  • There's many reason for the glitches and stutters, but in most cases, it's a matter about optimization.

    You can check many things. Your sprites may be too big to handle on your mobile device, or your code is too inefficient, or etc. As I said, there's so many reason.

    Before jumping to mobile, search and read some tutorials and threads about mobile optimization.

  • It's hard to understand what you mean, but here's some tips.

    You can use the expression 'Choose(0,1,2,3,4)' for picking a value randomly.

    Set position will make your object 'blink' to the position, so there'll be no moving effect.

    If you want it, you can use bullet behavior, or custom plugin like "Move to".

  • It is, but you can do it in anthoer way. There're an expression about it.

    Object.Rotate.Speed

    Now you can use 'Compare two values' conditions with this expression. There're many expressions with each behavior so take a look at the manual.

    And... this is not a bug. You should be more careful before writing on the 'Bugs' section.

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  • Set 'Clear Background' to 'No', and make a black opaque layer on the bottom of every layout.

    Crosswalk is still on beta, so I prefer CocoonJS at this time.

    For dealing with scaling issues, you should design your game with some properties like 'ViewportBottom', 'ViewportRight'.

  • Ok, Welcome to Construct 2. It's nice to finish the tutorial first.

    In the page 5 of the basic tutorial, you can see :

    Condition : Left mouse Clicked

    Action : Player spawn bullet

    Make sure that 'Set angle' to 'Yes' in the bullet behavior properties.

    (and you can give the value 'off' to 'Set angle' option and try again to see the difference.)

    You can modify it like this for the triple shot.

    Condition : Left mouse Clicked

    Action : Player spawn bullet

    Action : Player spawn bullet

    Action : Bullet set angle (bullet.angle - 15)

    Action : Player spawn bullet

    Action : Bullet set angle (bullet.angle + 15)

    It's related how to 'Pick' something. 'Picking' is so important when you go deep into C2, so you may check another tutorial or forum threads about this.