ulysses 31's Forum Posts

  • 15 posts
  • Thanks for your replies. In XDK, the Plugin Management drop down has the following permissions listed. See below:

    Cordova-Plugin-File:

    android.permission.WRITE_EXTERNAL_STORAGE

    Cordova-Plugin-httpd:

    android.permission.INTERNET

    android.permission.ACCESS_NETWORK_STATE

    Cordova-Plugin-ad-admob-sdk:

    android.permission.ACCESS_COARSE_LOCATION

    android.permission.INTERNET

    android.permission.ACCESS_NETWORK_STATE

    My app only has banner ads so I can understand asking permissions to 'access location' so that the ads are relevant to the user but the others I do not see as being applicable. Is it possible to remove the 'Cordova-Plugin-File' and 'Cordova-Plugin-httpd' plug-ins or do they have some other use that I am not aware of?

  • Does anyone have an answer for this please?

  • Hi

    I am publishing an app on Android but when a user downloads the app it asks for every permission under the sun.

    I exported the app using Cordova and imported it into Intel XDK. Old tutorials show that you could add and remove permissions from the Mobile App Settings under the drop down named Plugins and Permissions. See link below:

    https://www.scirra.com/tutorials/809/how-to-export-to-android-with-crosswalk

    I downloaded Intel XDK recently and the drop down previously titled Plugins and Permissions is now called Plugin Management.

    There does not appear to be any way to alter the permissions any more. Has anyone else come across this and know a way to get access to edit the permissions?

    Thanks.

  • Hello,

    Is it possible to make it so that if you have your game on mobile and you turn your phone from vertical to horizontal it stays locked in vertical?

    Thanks.

  • Thanks guys I've got it sorted now. Instead of 'save' I used the object 'web storage' and got it working.

  • Hi,

    I had a look at that tutorial before but it doesn't go into how to save individual parts of the game.

    From what I can see there is a 'no save' behaviour which you can only give to objects.

    Giving an event an action of 'save' it just saves the whole game, you can't save an individual variable.

    Thanks.

  • Hello,

    I have a global variable which stores the highest score which the player has managed to achieve.

    It saves fine but I only want to save the global variable and nothing else.

    Is this possible?

    Thanks.

  • Thanks guys, that worked <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hello,

    I need help in the method where there are two blocks on the screen and they move back and forth across the screen on contact with each other. This is being used as a trap that the player has to pass.

    In code I would increment the X value until it reached a certain point and then I would decrement the value and then just repeat the process.

    I can't see a way of doing this on construct 2. I tried a number of things like adding the bullet behaviour and have it bounce of the other block but that was too glitchy.

    Any suggestions would be appreciated,

    Thanks.

  • Is the problem here that you can enter the 6th letter 6 times as part of the sequence or that you can enter the first 5 letters correctly and then press the 6th letter 6 times i.e. the sequence doesn't reset?

    The first part you said is correct, enter the 6th letter 6 times and the game will complete.

    Enter the 4th key 4 times and you would get a score of 4 but enter 5 you would get +4 and -1 or 6 and get -2.

    You can go onto enter the last 2 keys of this correctly.

    Please help...

  • I have given each text object a Boolean with an initial value of false.

    The letters are chosen at random from a global text variable which contains "abcdefghijklmnopqrstuvyxyz".

    These are put into an array which shuffles the 26 letters of the alphabet and each text object prints out the last 6 letters of the shuffle.

    With a correct key input I have a global variable called letterProgress = 0, that adds 1 for each correct key input. When letterProgress = 1 it sets the 1st text object to true.

    The next correct key input adds another 1 to letterProgress and while the 1st boolean from the 1st text object is true then the next event is activated.

    The same problem persists even with the booleans.

    Any further help will be greatly appreciated.

  • Hello,

    I'm making a game where the user needs to enter in 6 lettered keys that appear on the screen.

    At the moment I have 6 different text objects which show a random letter each with none repeating.

    The problem is that once I enter a key that is correct the score will go up but if you enter the 6th letter 6 times then you will be given the max score rather than entering the keys separately.

    Thanks in advance.

  • Did you mean that there is a capx on this thread? If so could you please point me in the right direction to it.

    Much appreciated, thanks.

  • Hello,

    I have 6 sprites which are identical apart from the UID. They represent all the lettered keys on the keyboard by selecting a random frame of 26.

    So each sprite shows a random key out of 26 choices.

    The problem I have is that the sprites can easily have the same letter showing, which I can't let happen. For example two sprites show the 'A' letter.

    I have got all the different frames in an array with setting...

    Array Value at 0 = "A"

    and then setting a global variable called 'keys' with...

    System Set keys to Array.At(0)

    So how do I go about getting a solution to something like this...

    If animation frame 0 == animation frame 0 then repeat random selection until nothing of the six sprites matches.

    I've started to pull my hair out so if you solve this I will be forever grateful.

    Thanks.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello,

    I have a game where I have one sprite representing all the lettered keys on the keyboard. I set animation frame to random(0,25).

    The sprite is copied and pasted so there are 6 keys with the same name but different UID's.

    This works fine but most of the time a letter is repeated and I don't want that.

    I cannot make more key sprites as this would mean that I would have to do a lot of code for each sprite.

    Any ideas?

    Thanks.

  • 15 posts