Sisyphus's Forum Posts

  • Is there any way to integrate the Google Play Service into game compiled to APK using cocoon JS?

    Thanks

    You want to add google play services to apk that already compiled? No need in this, that's possible to add google play if you have premium account on cocoonjs.

    [attachment=0:17juztdj][/attachment:17juztdj]

  • Yeah, i got r173 and i don't have global boolean too, and i don't remember that i ever had it.

  • Sisyphus

    Great example.

    We also can use :

    Mouse is over sprite - sprite set opacity to self.opacity+1

    System Else - sprite set opacity to self.opacity-1

    Thanks, i just try to make capx more understandable, sure it's necessary to use else. And we can't forget to prevent actions from happen continuously. Thanks for correcting me

  • Hi,

    I'm trying to make a sprite 'fade-in' when mouse over and 'fade-out' when [not] mouse over.

    Having all sorts of troubles. Could swear I used to know how to do this

    Better use opacity, it has more functions.

  • Hello: I have 7 drag and drops, if they are all 'completed' I'd like to show a text message stating that, then offer the user a button to 'restart' the game.

    Is there any type of system variable that can detect if all drop/drops are completed, or do I need to use a var to tabulate a total score and go off of that?

    Also if I create a button called 'Restart' is there an event I can use to reload and initialize everything to restart again? I'm a newbie here... maybe I missed this but I'm thinking perhaps C2 has a built in function to 'start over'.

    Thanks!

    Ronm

    [attachment=0:o51obsj6][/attachment:o51obsj6]

    Here's the capx example of what you want to do, and a little explanation in it. It's easy to understand what's going on there.

  • Thanx for response. I like your idea. I will try figuring around how to do that. But i might as well create one app with the option to remove ads. How are the experiences with inapp purchases using cocoon js? Is it reliable?

    Thanks again for the response

    Sorry, i never worked with cjs inapp purchases , maybe try searching the forum.

  • Is it best to leave the ID the same so it overwrites one. For example: Somebody tried my free version and decided to get the paid one and it overwrites the free version but keeps the save file.

    As i know, if you want to publish your game to google play or appstore, this will be impossible to do how you want, the user that decided to upgrade to paid version will just download the paid version as a second app, no replacing will be done, all apps uploaded to google play and appstore are always different, there's no way to publish two apps with a same signed ID, it's always different. But, you can upload both apps, free and paid, just make in-app purchase in your free app that will disable the ads.

  • In addition to that, i'm having a fps lowering with giant spritefonts in cjs too. But, when i try to open the projects in a default mobile browser and chrome mobile, fps is stable 60. So maybe that's not a bug in c2, just a way cjs and ejecta works, but maybe Ashley can somehow optimize spritefonts to make it work normally?

  • Unfortunately Ejecta is running awful on spritefont too. In a similar if not same fashion.

    I can't try Intel XKD since my computer is not strong enough.. uoooh...

    The installer says that.

    I'm going to report this as a bug I guess

    Wow, i really thought that ejecta will solve the problem, that's so disappointing.

  • I made an example, to show what i mean. If i get you right, that's what you need.

  • well... let me elaborate, i basically have a bullet\projectile that goes towards my character.

    what im trying to achieve is a similar effect to what happens in jetpack joyride when the missile goes towards the character, which is letting the player know from where the missile comes about 1 second before it does and for that i need a condition\event that says: "1 second before the missile appears on the layout "....

    -if u have any tip let me know

    - thanks

    Well, in that case you can just create a timer with 1 or how many seconds you want, then add event On timer > create bullet towards player, and add text or anything else to show to player how much time he had before timer will trigger and create a bullet.

  • If that's the case, then GREAT Will report with findings.

    Yeah, please post here if the crosswalk and ejecta doesn't have the spritefont problem, that's annoying me too.

  • thanks for your help!

    But if it is playable on a galaxy s3, than it should definitely be playable on a nexus 5. The strange thing is on my galaxy tab 2 10.1 it runs on about 50fps, no lag, after i played a couple of seconds...in the start it is about 30fps, it is playable with a minor lag. On my nexus 5 i never had a lag...

    That's playable only because i just make 300 static sprites with "If sprite is overlapping sprite" event, if i make them move, i'm sure the game will crash.

    OH and i played like a level over and over again. After 7 times the game crashed....but that was with only 2 enemies. Before i played with 12 enemies.....

    And i know that with every enemy the collision checks goes up significant, so I think the collisions aren't the problem, because the crashes when they are low but when they are high it doesn't......Hate my problem. I will compile with intel xdk now and accept maybe that one doesn't give the problem.

    Well i'm not saying that you got crash only because of 21000 collision checks, i can't say surely what causing this, because i don't see a capx. I just want to say that with so much collision checks your game will be playable only on powerful devices like your nexus 5, and will give poor fps on devices like my s3

  • Only with Cocoonjs.

    I've made a test project for me with 21000 collision checks, it gives 50 fps(after 4 minutes of play it drops to 20) on my samsung galaxy s3 in cjs launcher. Maybe that's not causing the crash, but the fps is not good, because if i make the sprites with collision move it will lag like hell, this will make your game unplayable. With so much collision checks the project works with 50 fps even on my mbp 13.

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  • Ok, but i was searching the forum and a lot of people had way more collision checks than me and still didn't had problems. Maybe it is Cocoonjs and i have to try another one. It's a shame because my fps is like 50% better than with other ones.....

    Thanks for your input anyway! If someone else gets the problem, don't hesitate to reply

    Did you try your game on mobile browser? Default or chrome?