technofou's Forum Posts

  • technofou: AdMob should be working for C2. For C3 there is the dedicated Mobile Advert plugin that replaces C2's AdMob plugin.

    Still getting a lot of issues it is still in Beta though. I've switched to Cocoon plugings and paid the 500$ to get the splash screen out. Its working fine with it and it compiles for both platforms!

  • C3 will build an unsigned release APK and an Xcode project. There's information on signing an unsigned release APK here. You can also use the Cordova CLI to build it manually yourself, which both C2 (in latest betas) and C3 support.

    Sorry for the bump, but is AdMob working? Not even the test mode is working right now. It's the same code that worked back with the Intel XDK.

  • Thanks for all the tips everyone! The community is really a big selling point! We have 970k subscribers on YouTube so we really want to make a game they will love and enjoy!

  • FWIW you can now build C2 exports with C3's build system, and you can also build apps locally with the Cordova CLI.

    Sorry for the bump, but since I have C3 and we're approaching our game release date, this is getting more and more critical. So I can export from C2, use the C3 engine and get store ready APKs and an Xcode project to build as an app for the App Store?

    Otherwise with the paid options, is Cocoon.io a valid solution? This is super stressful to approach our deadline and still having a big unknown for our release. We have zero external plugins, all from Construct (IAP, Facebook, AdMob).

  • File a bug if you have a project which does not export losslessly and is set to use PNG-32.

    Will do!

  • The thing is that this is a comparison of the two file: exported and original. I don't understand why there isn't an option to just not compress or process the image. I manually rework the exported image file to put the original in place e but I don't understand why it messes with the image's quality even if at ever place compression is at non and export quality at PNG32.

  • Hi everyone!

    How are you today?

    Here's the thing, construct 2 is ruining the quality of some images at export:

    https://www.dropbox.com/s/uwhav3jshu9fisa/sheetcompare.fw.png?dl=0

    Left is the exported file, right is the original. Look at the loss of definition and the "ring" inside the sun.

    So I did a lot of searches in the forum, I looked at articles about image export quality in the image/animation panel, image compression at export and really found nothing.

    Image is at PNG32, at export I put image compression at none, when testing the game in preview mode without export it's all smooth.

    It doesn't look like much but it's all the blurry background sprites that have this line and compression problem and some of them overlap and it really looks bad.

    I take a ton of time to try to realign the images after export and redo the exported images.

    Is there any solution to this? Ashley or anyone? I know it's a dumb obscure this, but that's really my hell right now!

    Thanks everyone!

  • Something like this?

    System -> Set variable("BlueCount")= number

    Unfortunately, this is not possible in C2.

    If you have 90 colors you should find another way to store them. Dictionary is the first that comes to mind.

    Dammit, well at least now I know! I'll just list all the possibilities and manage it like that. In all cases it's not going to affect performance but it's more of a good "programming" habit than anything.

    Thanks a lot for your answer!

  • Just in case there's an issue with the file, here's a picture and a quick explanation.

    I made a variable on the button named whatsMyColor and set one instance to "blue" and the other instance to "red".

    Then I added a sub-event to the click to verify which type of instance to get the instruction.

    Hope this helps!

    Here's the thing though, you manually chose in the interface in System the global variable BlueCount I need to select it dynamically. It works for that color, but what if I have 90 colors... do I really have to do 90 ifs?

  • Hi everyone!

    So here's the problem:

    When a user clicks on a certain object, I want to add 1 to the global variable that is mentioned in its instance variable.

    So it goes like this:

    User clicks on a button with instance variable BLUE

    I then add 1 to the global variable called BLUE

    Unfortunately I didn't see any way to dynamically target a variable, I only found through System and its variable options which requires to manually select the target.

    Is there a solution to this?

    Thanks all!

  • this should be documented somewhere... not cool..

    Or just an option to disable it.

  • Cutting the image by 2 pixel actually did the trick. I'm also removing some sprites and converging them in the same with Animations (for example, 3 sprites for the three types of coins are now the same sprites with each design as different animations)

  • > that would be really weird if c2 added to your sprite... that doesn't sound right to me.

    >

    Pretty sure of this. You can test it by making a 126x126 sprite and a 128x128 sprite and see what the sprite sheets look like after export.

    Yep that's the plan! Weird though that some 32x32 sprites where compressed as 32x32 images then!

  • Well the question you need to be asking is, what good does a power of two sprite sheet do when the renderer doesn't need p^2 images anymore.

    Basically I'm trying to get as much "image" as possible for the smallest power of 2 I can.

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  • Its probably because construct adds a 1px border around each image, so your 128x128 image becomes a 130x130 image and that needs to go on a 256x256x sheet. The border is to prevent antialiasing issues.

    Damn, I didn't know about that, I was actually doing it myself!