Usman Haq's Forum Posts

  • I thought it was the devices that are now "Getting there".

    Anyways, sounds good. I think performance for HTML5 can only get better, as the devices themselves get much stronger.

  • Ah..... Going to the gym at 1AM is gonna take some adjusting again.

    Happy Ramadan

  • Do I create the actual animation for both sides or do I just mirror it? I know it's a lot of additional work but....what you guys think?

    They both look great. There's really no need to create a whole other animation. Mirroring works very well here.

    Nice Job!

  • Objectively, unless you are very good and lucky or incredibly lucky, you will make little or nothing. The mobile gaming market is littered with great projects which have had a lot of time and money spent on them that sank without trace. The market is just too crammed full of competitiors after the same money.

    But then again, there's things like Flappy Bird. But that's pure luck. It's not that good a game, it's not remotely original, it's not that well implemented and the graphics are nicked from Super Mario. But it took off.

    Nobody really knows why it took off though.

    The other thing is to find a niche that no-one else is in, say simulate a sport that isn't that popular worldwide but has devotees, like, say, Curling. You might not get many sales, but you might be in a niche on your own.

    If you are producing the sort of game Construct 2 does very well "out of the box" you are reliant on luck no matter how good your presentation is.

    Well basically this too. My last part was meant to imply the same thing. The mobile market is just so......convoluted

  • Thank You! I knew it was gonna be a simple answer! BAH!

    Thanks Again....

  • Presentation.

    Presentation.

    Presentation.

    On mobile, the market is quite vicious when it comes to art quality. If your game does not look appealing, you will not get many downloads and not much or any money at all.

    Then there's the gameplay, now that you've got the player invested visually, get them engaged with an experience worth playing.

    Those two combined, along with a good monetization plan and you have a better chance at success. Oh wait, then you have to find a way to get your app noticed......

  • This is probably a completely basic question and I thought I would have the basic answer to it as well. That's not what happened though, hehe.

    Anyways, I've got a in-game D-Pad that makes my Rocket move in four directions. Up, Down, Left, and Right. But the Pad won't simulate the movements when they're held down. My Rocket is suppose to keep the same angle and merely move in the direction that the player is holding a directional button. Since the game is constantly moving forward.

    What am I doing wrong?

    https://www.dropbox.com/s/bby145doq99dk ... .capx?dl=0

  • Thank you!!!

  • Played the game on my HTC One M7. It played quite well, not always on 60 FPS but definitely not below the 50s.

  • Thanks 7Soul!

  • Can you please send it to me?

    Unfortunately I'm not home and can't do it currently.

  • I'm having trouble making this settings button open options that fade in when the settings button is touched and fade out, when the settings button is touched again. The problem is that I have implemented a technique for the buttons to grow (A tutorial from a fellow Constructor) when in touch and then this causes the buttons to quickly fade in and then back out instantly!

    So then I made a "Back button" Which on Tap would fade out the buttons, but using a "back" button for fade in settings isn't really what I'm looking for, even though that was a pseudo solution ..... So then I added a Instance Variable thinking that would solve the problem, and now I'm stuck.

    https://www.dropbox.com/s/2lki1vazb3mrd ... .capx?dl=0

  • https://www.dropbox.com/s/nyayhupstwxxs ... R.png?dl=0

    Uh.... I don't understand what I'm doing wrong with the BBCode with images but I added a dropbox link to an image of my game. Take a look!

    Scaling is off in my game currently..... So yeah....

  • Go to the "Export Project" option and select the CocoonJS option. If CocoonJS option is not visible, then right click to show deprecated exporter. Export your project with that, once it's done it will give you a ZIP folder, which is basically your game in a ZIP folder.

    If you want more info, since I'm not about to write what Ludei already has on their site. Go ahead and check it out yourself.

    https://www.ludei.com/

    Ludei is the creator of CocoonJS. You should look into it, Construct 2 has had miscommunication issues in the past but they've gotten things together recently and have a Cocoon: Cordova Inside beta going on.

    Although I should mention, that you need either a Personal or Business License to export with CocoonJS.

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  • Have you taken the time and effort to test on mobile first? This is the main issue with problems like these. You stated that performance on your computer is great, that's to be expected. On mobile, well that's where you have to be more concerned about performance with Construct 2.

    I suggest you test on mobile. Make changes with your events, possibly change the size of your images, compress them, if you're using particles lessen the rate or size. It could be a range of things.

    Also, what did you export with? If you haven't tried already, export your project with CocoonJS and put the ZIP folder on your phone. Download the CocoonJS App Launcher on your phone as well. Launch your game via the App Launcher by selecting Canvas+, when you have the ZIP folder selected. This is for testing, if you wanna compile with CocoonJS, go ahead and do that too, if you wish.