TheDom's Forum Posts

  • First, you need to give more details about your games issues. The description of your issue is vague. You have to be more thoughtful when explaining your issues if you expect to get a response.

    For example:

    First, What wrapper are your using? CocoonJS? (Sounds like it) If so, what setting are you using?

    Accelerated Canvas/WeGL or System Webview?

    Under what conditions does your game work?

    Then, can you post a .capx.

    Then, if you can, send it to or reach out to the wrapper manufacturer.

    Read the following:

  • When using the different Parallax in layers, the actual X and Y coordinates are not the same on each layer as you think when your viewing. It is beyond the layer, as you say. Think of it like this. When your scrolling, the blocks are going to the X and Y of the layer with different Parallax. The layers are moving at different rates when you're scrolling.

    Not all your inks are working, so I can't see why you need the them to have different Parallax settings.

    If the Parallax is for background effect, create more layers and keep the blocks the upper layer with 0,0 settings.

  • It's not clear what your blocks are doing? Falling? Are they act as platforms? Are they all "on screen" at once? Sounds like something else. More details and a screen shot would help or better yet a .capx.

  • I had the same issue. If it's in your music folder, try using ;

    Pause Tag "your music"

    Resume Tag "your music"

    Set Silent / Set not Silent for all sound effects (put in sound folder).

    Put background music in music folder so it streams.

    Set Silent / Set not Silent doesn't work on music folder on IPhone.

    Probably something to do with how it streams when in music folder.

    You should read

    https://www.scirra.com/manual/109/audio

  • Yes they are free. There are also many sites that offer free fonts. Just google it.

  • Use the web storage object.

  • There is a preload option in the audio object however you need to read https://www.scirra.com/manual/109/audio

  • Yes

  • if you haven't already, I'd reach out to austin from Clay.IO. Probably your best bet. Good Luck

  • I don't use it but, as a test once, I used the Clay.IO leaderboard and there is an option in your Clay.IO dashboard that allows you to disable the login for the leaderboard.

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  • If I may,

    as Ashley sais, it works.

    You should read the https://www.scirra.com/manual/109/audio.

    I believe you mean your looping background music. If so;

    Background music (looping sound) must go in the music folder of your project and other sound effects (sound) in the sound folder of your project. If you place looping music in sound folder, it will not work and your other sound effects will not work properly either depending on your device and browsers on Android.

  • If I take your meaning correctly, NO.

    Dynamically from what? From mobile browser to PC browser? Is your game Portrait or Landscape? What size is it developed at or for? Do you mean dynamically when it is run on a PC versus Phone? Do you mean removing the address bar? Is it a mobile web game?

    You can accomplish what you need. Be a little more specific and post more details.

    First, the game size settings are in the properties dialog. click on your project, then select the Full screen in browser setting that you would like.

    These setting will work in combination with browser object. The setting in the properties are initiated in the JavaScript that's generated, then the browser object will add code to your to the index.html file allowing you to change the setting based on other conditions. It's a bit tricky and takes bit of testing to get the optimal settings especially if you're game is portrait based and you want it to run full screen in web browser (PC).

    You can also add JavaScript to the index.html manually to extend it's functionality to remove address bar.

    I'm almost done with a tutorial that I'm going to post that covers handling these size changes that should cover it.

    Hope this helps a little but, if you be a little more specific and post more details and I'll respond here with what I think is the best solution.

  • I did not look at your .capx (because I'm using a stable release) however be aware that you should not use the mouse object when you are using the touch object actively together. I've found this can cause undesired results especially when using simulate control events .

    In the cases where your game requires both, do the following to avoid conflicts:

    Put all of the mouse conditions and events into a "Group" and call it "Mouse Group" for example and put all of your touch conditions and events into another group named "Touch Group". Then use the system object to create a condition "On Start of Layout" and create 2 sub events,

    System > Is on mobile device > set group "Mouse Group" deactivate

    System > Is on mobile device (x) > set group "Touch Group" deactivate

    (x) meaning invert

    This is should give you other ideas on how handle this and other situations.

    This also saves memory because there is no listening for conditions not being used. You can group all keyboard events into another group and deactivate that group as well when on a mobile device to improve performance.

    Also when using "simulate control" set the "use default control" in properties to no.

    Hope this helps.

  • retrodude

    What I'm not clear on is;

    Are you required to put the game up for mobile bidding? Or can you just deal in the non-exclusive licensing?

    And Thanks