timcs's Forum Posts

  • Got this working by adding <preference name="android-installLocation" value="auto"/> just under the line

    <preference name="android-targetSdkVersion" value="21" />

    in the config.xml file which is created when exporting from Construct 2 having the use new Intel XDK project format option unticked.

    My only problem now is if the Construct2 Cordova Plugins will be able to work or not with phonegap :/

  • Hi

    After putting together a fairly small app/game with construct 2 , I found that Intel XDK was generating a massive compiled file of 111MB once installed onto my device. I then decided to give phonegap a go and found that once installed the app was only 1.26mb !!. All be said this game /app will inventually get bigger and so I noticed that when I compiled the project with Intel XDK I could move the app to the SD card within the devices application manager.

    However on installing the compiled app/game through phonegap, this option was disabled. I looked around the net and found this link : http://ourcodeworld.com/articles/read/1 ... or-android

    However I did not understand the part about install the plugins etc but I have tried to add the preference name line mentioned on this page into my exported Construct folders intelxdk.config.android.xml file in the section <platform name="android"> but when I save this file, re-build through phonegap after updating the code, uninstall the app from the device and then re-install it with the new build , the option to move to SD card is still disabled.

    Can anyone please advise how I get this option to work with phonegap as this file size difference is amazing!

    **EDIT **

    I then noticed that the file for the settings was being built as intelxdk.config.android.xml because when exporting from Construct 2 the option to export with the new Intel XDK format was ticked. However after unticking this , although it created the config.xml , I hit two issues , the first being that there was not XML tag to refer to the installation location (which I then added myself but this has made no difference to resolving the issue) and the second appears that the plugin I added from the Construct2_Cordova_Plugins pack may not be compatible with Phonegap, shame if that is the case). I then removed the Construct2_Cordova_Plugin from the project re-exported it from Construct 2 with the new Intel XDK option taken off and the installation location in the config.xml but I am still not able to get this to work.

  • Just an update I have been in touch with the author of the plugins and the way to install them is to drag each of the required plugins straight into Construct when it is open and then restart it

    Thought it might be useful to mention this in case anyone else has the problem

  • You should contact the plugin's author and ask for a fix. It seems to me that it's not compatible with the newest version of C2.

    Thanks for your reply glerikud , I thought I was doing something wrong then. I presume all plugins needs the common.js files?

  • Right took a plunge and bought this along with Construct 2 (not just because of the plugins is why I bought Construct 2 ) However now even on looking at the authors website I am lost to how to use them because copying the folder of the plugins I want to use into the plugin folder of Construct 2 does not work as it errors with no common.js found

  • Lets converge.

    If this works:

    https://www.dropbox.com/s/qrtegi0qmx6a4 ... .capx?dl=0

    What do i miss ?

    This could work I presume the playerbox does not have to had a border around it ? will have to try this is out with the type of brush I am using with the game. Again thanks a lot 99Instances2go and have a good Christmas.

    Regards

    TimCS

  • Thats true, the collission polygons of the box keeps things inside the layout. That was a very bad suggestion.

    I dont know if this 'collission' is supposed the act a 'physics collision', i suppose not.

    Then i dont see a problem.

    Give the player parts an identification instance variable, say 'id'.

    Player instance variable 'id' = bristle.

    On (player) overlapping (enemy)

    ............ do stuff

    Not sure if the overlapping logic will work correctly for this game as the idea is to create a brushing effect ,. as if the player object is just overlapping the enemy object then the "brushing effect" is not really going to happen as well as I have tried to use it so can this method you have mentioned work with on collision ?.

    At the moment I am using the on collision statement with the bristles on the enemy .

    Thanks TimCS

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  • Do the collisions on the bounding box ? With correct polygons.

    The the bounding box is what moves the whole system anywayz.

    If I do that then it would mean that moving the player would be limited to one area of the box as the collision is where the dragging is based on is it not? . So this player is a "brush" with a handle, brush head and bristles, I only want the Bristle to interact with the enemy so making the collision on based in that area would mean that the dragging would only work there would it not ?

    Thanks

    TimCS

  • The player parts are instances of the same object 'player', so, without picking, 1 action moves them all. They just have another animationframe (can be done with animations too)

    Catch: they all have the same origin.

    OK, could this way of working affect the collision of the objects because the reason why I used the "pin" method was that I only wanted one part of the player object to actually collide and interact with the enemy and the other parts to just be used for dragging/moving the player about

    Thanks

    TimCS

  • timcs, this is ofcourse made for basic needs, and it answers your first question.

    If you need the parts to have displaced origins, then we got to go a step further.

    If the parts need to be able to (by instance) rotate or scale, when we got to take it 5 steps further.

    Need to know your needs.

    Hi 99Instances2Go

    the objects are all pined together at the start of the game, I then , when each part was used to be dragged, switched the pin method around. From your capx (and I cannot see how you have done this) you have managed to have all of the parts "stuck" together within the playerbox and it appears that the dragging is driven from the player box only.

    This would simplify my process some what but I cannot see how you have managed to get the player parts to stay together when I click inside the box.

    Thanks

    TimCS

  • Hi (sorry if this gets duplicated but when i posted this a moment ago, it appeared not to show up)

    I am looking at the cordova plugins list and it mentions of the list of plugins text to speech and speech recognition for Android, Can anyone tell me if these work well and do you see these as objects to insert into the project ?

    Thanks

    Timcs

  • 6 Parts. The super simple way (you misunderstood 'layout' in BoundToLayout).

    https://www.dropbox.com/s/qp8ylpczixfrt ... .capx?dl=0

    Thanks once again 99Instances2Go I will look at this <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi again TELLES0808

    Not sure if it is to do with my version of Construct 2 but when I run the example, the object do eventually leave the screen. Is this an issue with my version of Construct 2 ?

    Thanks

    TimCS

  • Hi again Telles0808

    I am running on the free version of Contruct 2 at this time and the latest version I can obtain is 239, however the project file you have kindly added to this thread is for version 240 so I cannot open it . I presume there is no way of saving this to an older version of Construct 2 ?

    Thanks

    TimCS

  • I did a sample for you: https://dl.dropboxusercontent.com/u/470 ... %20AI.capx

    Thanks TELLES0808 willl look at this and see if it solves my problem

    Thanks

    TimCS