Volbyte's Forum Posts

  • Have you tried this?

    https://www.npmjs.com/package/cordova-p ... lashscreen

    navigator.splashscreen.hide();[/code:dh7r7jhu]
    
    I would also guess that if you set your own splash screen in the settings, it replaces the Cordova one but I haven't built anything in a while.
  • What newt said above works well. In my game I use tiny sprites that are just 1x2-3 pixels in size and yet the gradient comes out very smooth.

    An alternative would be drawing it with the Canvas plugin by R0j0hound.

  • In the event that you made to play the sound, create another condition:

    System: Pick by comparison->Object: Stone Expression: distance(Stone.X,Stone.Y,Player.X,Player.Y) < *distance in pixels where you don't want to hear the sound*

    Remember to place that as the first condition.

    Alternatively use Stone -> 'Is On-Screen', but then it won't work if it happens even a little outside the visible area.

  • > i want to build my game for android through intel sdk but when i click export project for cordova it is telling to buy construct 2

    >

    You can't do that unless you buy a license. But if you really want to make money out of a game that you made without license yet. You can export it to Tizen as Ashley said then if you make a $120 then you can purchase a license:

    https://www.scirra.com/tutorials/669/ho ... t-to-tizen

    Why would that be allowed? Just because it's possible to export doesn't change the fact that it would be commercial use which is not allowed with the free version.

  • > Construct 2, properties, and you can set Orientation Lanscape or Potrait only (default "any") it's help?

    >

    > You need to select portrait in the build settings of XDK.

    >

    I tried both these and added the screen orientation plugin, but it still twists the screen so there's black bars either side (I'm mentioning this so you know it's not turning my game widescreen, it's just not locking the orientation).

    If you built it for Crosswalk, did you make sure you changed the tab of build settings to 'Android (crosswalk)' and didn't accidentally set things up for normal Android build? That tab is open by default and I sometimes accidentally set things up there.

    If you still can't get it to work, you should probably ask about it at the XDK forums as well:

    https://software.intel.com/en-us/forums/intel-xdk

  • Don't ever use Crosswalk. It is only compatible with around 100 devices. Always build directly as Android in the Intel XDK program,

    My game went from 40 MB down to 4 MB.

    Crosswalk is compatible with WAY more than 100 devices. With the normal Android export you get way worse performance and lack many features that Crosswalk supports.

    That is, UNLESS you intent to only target Android versions with Lollipop or higher. Those have Crosswalk technology built in.

  • There could be so many causes that no one here will be able to give you a perfect answer with virtually no information about your game. I'm far from an expert when it comes to optimization but:

    1. Have you previewed the game in a mobile browser to see if the cause of the lag really is the crosswalk build?

    https://www.scirra.com/tutorials/247/ho ... al-network

    2. Have you tried more than one mobile device?

    3. Have you looked at the debugger to see what part of your project is using most of the system resources?

  • You need to select portrait in the build settings of XDK.

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  • Have one text as a source and then another text object for the text being displayed.

    Every X second -> Set text to left(SourceText.Text, len(DestinationText.Text)+1)

    There's a working capx example by Ashley in this link:

  • Well I do have each level on a different layout. I do not understand what you mean by storing the checkpoints on a variable. How I have it is, after every five levels, the levels become selectectable, even after the character loses lives. I think I have figured it out, but i may send a capx file just to see if you or someo else can test it to see if it works proerly or if i have missed something.

    You can do that with an array. I made this capx quick, but hope you get the basic idea:

    https://drive.google.com/folderview?id= ... sp=sharing

  • A little difficult to help because there's several ways to create levels/level selection and I don't know which method you've chosen. Do you have a separate layout for each level? In that case just store the checkpoints on a variable and:

    Player lives = 0 -> Go to Layout (by name) "Stage"&Checkpoint

    For the level selection layout (if there's one), store the checkpoint variable in LocalStorage and load it from there.

  • Before asking here directly, I always google like this first:

    "*type here what you want to learn* site:scirra.com"

    (without *'s)

    That will restrict the search only to specific site, and there's a lot of information on this site. Even if you don't find a tutorial, it's quite likely you find a forum thread (maybe even a capx example) related to what you want to do.

  • Not sure if I understood your question right but:

    Create a variable to track correct answers. Every time player gets a correct answer, make an event to add 1 to the variable. Then spawn star sprites depending on the variable.

    And remember to reset things for next round, except for total score/stars if you want to have something like that.

  • The best way would probably be using the Canvas plugin by R0J0hound. There's Capx-examples about what I think you want to achieve in these threads:

    Alternatively you could make a tilemap with 1x1 tiles and destroy them when overlapping with the impact area BUT performance-wise that's a bad idea.

  • Construct has the "load image from url" option, which might suit you..

    Just add the images as project files and load them into your sprite(s) when needed..

    Oh wow, that's actually way easier than I thought it would be. Funny how I've used C2 for over a year and never noticed sprites could do that.

    Thanks a lot!