udain1286's Forum Posts

  • i have posted this in forums under how do I? but i saw this post and thought that this is a similar problem and as they know the solution maybe they could help me. that is why i posted it here too.

    but yeah i did not check if this was for construct 1 or 2 and in the archive section.

    thanks for the heads up.

  • Hi,

    I am working on a project in which I have 8 characters.

    I want to check which character hits which character with which skill. According to that i calculate the damage.

    https://drive.google.com/open?id=0BwybgTYLYob0TzE1aEdfZzhsVzQ

    Is there a way to check which character hits whom and then apply a common formula which replaces the variables according to the 2 interacting characters.

    Because what I am doing right now will take up around 600 events just for the attacking of each character. As they have 5 skills right now. In some time I am planning to have around 15 skills per character. So you can imagine how many events will go in this and useless resource consumption.

    If there are any tips, please let me know. Thanks in advance!!

  • Hi,

    I am a beginner in C2.

    I am creating a prototype with 8 characters to be controlled by keyboard and gamepad on the same computer. Each character has a set of stats due to which the attack/damage value changes.

    Right now the problem I am having is that I want to check which character attacked which character so to subtract health according to the stats of the 2 characters.

    Right now for 2 characters it is something like this:

    https://drive.google.com/open?id=0BwybgTYLYob0TzE1aEdfZzhsVzQ

    As you can see it is very basic and the problem I will have when I need to implement 8 characters. I do not know how to create custom classes or would creating an array would be better for this. But I have to check the colliding object/character too at the same time and then subtract from its instance variable of HP.

    Any help and tips would be highly appreciated

    Thanks!!

  • > Hi,

    >

    > Now the export option for "CocoonJS" is not there in C2, so how do I export for it and then finally through which software do I get an apk? Is it through Ludei?

    >

    > Thanks.

    >

    The latest versions of Construct 2 hides anything related to CocoonJS by default. If you want to still get access to these features, you can do so by specifying to “show deprecated exports/plugins” by right clicking in both the Construct 2 export options and the Construct 2 plugins respectively.

    And regarding apk , you can get it from compiling your project in Ludei's website.

    Thanks, I did not know that you could do that. But I exported it for Phonegap. And its working fine. Although there seems to be a difference between the game when I run it on my phone and my tablet. It seems to lag a little bit on the tablet. There is no reason for the game to lag on the tablet as it has sufficient space and ram. Maybe I will try once with Intel XDK and see if the difference is still there.

  • I would recommend you to use Intel XDK (Crosswalk). Way better that CocoonJS

    I used Intel XDK through Crosswalk only. But my apk size and the installed size on my phone was too big.

    Game Project is 4.2 mb

    apk is 20 mb

    installed game is 55 mb

    Thanks, I got through Phonegap. Now my apk size is 4 mb and installed game on the phone is 5 mb.

  • Hi,

    Now the export option for "CocoonJS" is not there in C2, so how do I export for it and then finally through which software do I get an apk? Is it through Ludei?

    Thanks.

  • Hi,

    I wanted to export my game for Android.

    Could you all suggest me the best export software available for Android.

    I really need to know it, it is for a school submission due this Friday.

    Thank You.

  • Does someone use Intel XDK? If they could tell me the settings with which they export. Maybe I am doing something wrong in the export settings.

    I checked my game files and all my images are in PNG only and all were exported as web images so they are very small.

    Or could someone just give me an alternative for Intel XDK for exporting the game for Android.

  • Hi Everyone

    I recently made a game for mobiles and exported it through Intel XDK.

    First problem is all the images are shown in gallery of my phone, which I think is taking more space, maybe.

    Second problem is I am using assets saved as web images so as it is they are of minimum size available and in jpeg format wherever possible and very less of them are used along with minimum animations, no particle effects and only with tiled background is used across the game. The game has only 6 levels with a few more screens.

    The folder size of Construct 2 is 15 mb.

    If I export it as .capx then the size comes to 4.1 mb.

    But when t as an apk, it comes to 20 mb.

    When I install the game on my Android phone the size of the app is shown as 54.25 mb.

    I think this is most probably the problem of Intel XDK or my export setting in this app.

    Does anyone know why this problem is happening or a good alternative to Intel XDK to export apps to android?

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  • Does anyone know how to fix this issue, i have gone through all the Scirra's guide for C2 on this topic, but still cant solve the problem.

  • I have made a game with all the screens at 1920x1080.

    Earlier they were coming as a full screen on my Nexus 7, but now it has two black bars at the top and the bottom.

    I have put the Full screen in Browser as Letterbox Scale, in other devices with a 720p screen, it comes centered and very short.

    Please help me as to how do i scale the game so that it fits perfectly at least on 1080 and 720p screens.

    Thank You!

  • now i tried instead of changing the layer when the object is dropped to when the dragging is started then i have changed the layer and rest of the commands i have kept at the object drop event, and now it works perfectly.

    thank you everyone for helping.

  • now i tried instead of changing the layer when the object is dropped to when the dragging is started then itself i have changed the layer and rest of the commands i have kept at the object drop event, and now it works perfectly.

    thank you everyone for helping, i think the change in the global field also helped, thank you.

  • When you select the buttons on the properties bar have you set them to global in the operating layer? Probably a given but still may be missed.

    this i did not know, that i have to set it to yes, but after doing so, i still have the problem as the car moves out of the initial window size, the buttons are again teleported inside the window size, instead of stopping at the dropped place on another layer.

  • In my opinion you should look for other solutions, don't just stuck to one solution, there may be other ways.

    Reason dropped item changes its position is related to layer change of course.

    I have never use drag-drop feature but, did you try something like these;

    You can try having a global variable for it, like when mouse over item it changes to 1 or when you drag an item it changes to 1 i don't know. And you can drag items only when that variable is 1.

    Just don't change layers it will be a problem, if different layers have different parallax, items will change position whenever they change layer, they even get out of the screen, i suggest you find another solution.

    the reason why i am shifting the layer is because if i make it stay at the same layer it stops at its position but as the screen keeps moving, it also moves ahead because its in a parallax layer.

    and the variable option you gave, is something like i am using when icon dropped, disable drag and drop for 5 seconds then destroy it and then enable drag and drop again by spawning it at a location at the parallax layer.

    but my main problem is still there, i want the icon to stop dead at a place, if anyone has an idea, please help.

    thank you!