Toby R's Forum Posts

  • [....] I want to be able to do something to an object called "item&userSelection" (item75). For example, spawn object at "item&userSelection&.X" (item75.X) if the user enters 75. [...]

    Ok. So your problem is that you want to pick an object by name which can be "randomly" generated. Here we have bad and good news. The bad news is that you cannot pick an object by name in Construct2. The good news is there is a comfortable workaround. Kyatric already explained that a bit, but lets do it in details.

    First think of C2 object more like of a class in programming. It's not really an instance. The one you have on your layout is an instance already and has some unique ID. But you want to call it by name - no problem. All you have to do is to name it first.

    So go to your object settings and add a variable "instanceName" which should be a text type. Now you can name any instance (new on the fly, or name the one on layout manually). Once you have it named you are ready to pick it using "System -> Pick by comparsion" function. This function requires two parameters which will be compared. So as a first parameter you should type yourObjectName.instanceName and as a second one "item"&userSelection.

    And here you go, you just picked an instance you needed and you can do whatever you want to do with it.

  • "Every tick" can easily be a killer, so you have to use it carefully. However another killer for mobiles is a Text object. Consider using SpriteFont instead of Text. There are several advantages, f.ex. SpriteFont is simply a Sprite, so it will be always rendered the same way on any device, Text can be drawn differently on various devices since it's being generated on the fly.

    ...but from the other side, it is true that Crosswalk performance is not that good as expected and it is indeed weird. People suggest to try to use various Crosswalk versions and check best performance for your game, but in my opinion it's not the best idea to do so. Crosswalk gets new versions not without the reason, each version has some new features/fixes, so IMO it's the best to use the newest one always.

  • Galaxy Trend Plus has also big problems with running Crosswalk apps. Whole screen is blinking - not playable.

    Is there anyone else with such problems? Or is it my app problem? Maybe we as a C2 community could make such a list together? Please share any known device/crosswalk problems.

  • There are thousands of Android devices. I don't think asking friends is a serious step to do. I believe there should be some official Crosswalk blacklist :/.

  • Hi,

    I have released a game (Intel XDK, CW14) to Google Play. I started to recieve a lot of good ratings but also a lot of bad ratings which were caused by technical issues people experienced. I've noticed that most of them have same mobile devices so I understood that some devices have problems with running my game even tho the game itself had no bugs.

    So I started to disable devices one by one in Google Play. In the beginning I had to ban whole Samsung Galaxy Tab 3 family, and then other devices.

    Is there a list of devices which are not compatibile/working properly with Android Crosswalk so I could disable them all in Google Play?

    I know there is a Chromium blacklist implemented, but as far as I know this only disables WebGL support on blacklisted devices (BTW: is this list published somewhere so I could take a look?).

    I am really trying to use C2 to make mobile games but it's not possible to push your app on TOP 10 when you recieve a lot of bad ratings. And the pretty sad fact is that it is not a gameplay fault but a technical issue I am not able to fix. So banning those "bad" devices should be a good workaround for now.

    Thanks!

  • Hi,

    Is there a way to implement push notifications using Intel XDK, Cordova, Construct 2? Can't really find anything useful.

  • Ok. For those who are interested. After what I have read in the Internet I got the following information.

    Crosswalk (as you may already know) is a runtime environment for HTML5 scripts (which is actually JavaScript as you may also already know). So in other words it's like a browser. Intel XDK for some reason (couldn't find info about that) selects Crosswalk 11 by default, but there are several options to choose (up to 14 at the moment).

    Newer version of Crosswalk makes your APK heavier since it's simply bigger application cause of new features/patches. However newer Crosswalk versions have fixes which make your app work properly on more type of devices. Also it should improve performance of your game especially on older devices.

    So that's what I found out. If there is anyone who can confirm that or deny, it would be nice if he/she would share his/her knowledge.

    Thanks!

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  • Hi,

    I'm building Android Crosswalk app with Intel XDK. I see that I can choose Crosswalk versions from 7 up to 14, and by default 11 is selected. Can anyone explain the difference? Is the newer the better? And if so - is it improving game performance?

  • Hi I did not have that error, but just wanted to mention that after all I am using PhonegapIAP. C2 IAP does not have consume action which means that you cannot sell "unmanaged" products (products which can be bought multiple time).

  • Thanks I figured that out myself too but I was hoping there is smarter and more generic way to do it.

    I've tried also On end of layout -> Set layer "loader" Visible, but surprisingly this does not work. Looks like switching layout is triggered before this layer is rendered .

    I guess the "loading layout" trick is the only way.

  • What kinda worked for me:

    1. move sound from Sounds directory (in C2) to Music directory

    2. prelod that sound in event sheet on start of the project

    After that my delay on SGS4 decreased from 0.5s to 0.1s which is pretty acceptable.

  • Thanks for help guys. It suddenly started to work after I generated spritefonts again. Maybe there was some generation glitch.

    So to wrap up I use spritefont generator mentioned above, and it works great, fonts are very sharp on mobile no matter how much I resize them (using scale).

    ps. Fonts are very sharp only on mobile, in C2 preview mode they are blured - but that is not my concern now, just mentioning.

  • Hi,

    I have around 10 layouts in my mobile game. Every layout is using spritefonts and other objects and therefor I have a delay (around 1-2s, depends on mobile) while switching beetween layouts.

    It gives a really bad feeling like the game was really heavy, cause it literally freezes for 1-2s before the next layout appears.

    Is there a way to make a preloader which will be shown between switching layouts?

  • Hi,

    I've released game to Google Play, and according to Google it fits over 8000 devices - that's great. Problem is that many people report issues (like blinking screen, bluring text, invalid characters/encoding or simply game freezing and crashing) which I cannot reproduce with devices I have for my tests (SGS 4, Xperia Z1).

    Since I cannot reporoduce the error it's really hard or even impossible to fix it.

    My game is pretty good (people enjoy it), but I recieve a lot of bad ratings and all of them are because of the technical issues which I can't reproduce.

    Is there any way you guyz test your apps to be sure it works fine with particular devices?

    Cause it looks like C2 -> Intel XDK -> Crosswalk app is not that universal as all the advertisements say it is.

  • An how do you resize it in the project then? I've generated a white Sprite Font now with size of 72, which is 74x88px, and then when I use it in my project I have to resize it, so I use "scale" parameter. Problem is that when I resize it using scale then white color turns into blured gray color. I'm kinda stucked here... Is there any other way of resizing SpriteFont?