Wink's Forum Posts

  • I bought a Intuos5 Small a couple of years ago, and I am still very happy with it. The new version has some touch controls built in to the drawing area which look like it could be a time saver for tilting, and dragging images if you use Photoshop.

    Like thehen said it takes a few weeks to get use to. But I think the hardest part is getting use to looking at your monitor while drawing instead of looking at the surface your drawing on.

  • hoanganh17 I'm not sure what you mean do you have a link to the game?

    If you mean when you click on a sprite it has a highlighted outline around it you could make two images. One representing what it looks like before it is clicked, and another with a outline around it. Then just do an image swap kind of like this button example:

    http://www.scirra.com/forum/update-a-button-or-text-field_topic61410_post376958.html?KW=#376958

    If it is a moving sprite you might have to pin them together, or use animation frames by setting on sprite clicked, or touched to set the outline animation.

  • I ended up not partaking.

    Our family ferret (the mascot of my private software label) Brownie passed away just this morning*. Naturally, I wasn't in the mood for any coding.

    *She was still quite lively until recently, but then turned blind within days, lost a lot of fur and started humping. Yesterday all she could still do was coughing. She couldn't even die peacefully, as she wouldn't stop coughing until the very end. And all this just hours before we were finally getting an appointment with a vet (probably wouldn't have been of any help either, since each and every vet in my area is so incompetent, I'd have to tell them what a ferret is exactly). Gods do I hate nature!

    Blinx123 that is so sad <img src="smileys/smiley19.gif" border="0" align="middle" />

    I'm really sorry to here about the passing of your little pet Brownie. I love animals, and I know how it feels when a pet passes away it's like loosing a family member.

  • I have the same problem as you have.

    <img src="http://i48.tinypic.com/nwx8uv.png" border="0" />

    This has been happening to me ever since I upgraded to Windows 8 back in October. I made a bug report but Ashley said it was probably a driver issue. I update my drivers once a week if updates are available, and I also email my drivers vendor weekly about this but still no fix.

    I try not to use large sprites anymore, and if I need something large I slice it up into smaller images, and use snap to grid to piece it together. This is a little time consuming but it works.

  • Santana George is this what your trying to accomplish?

    Full screen scale.capx

    I wrote a little something about this here maybe it will help:

    http://www.scirra.com/forum/multiscreen-cocoonjs_topic61313_post376578.html?KW=#376578

  • triks are you looking for something like this?

    Webstorage multilevel saving

  • Opperand I wrote a little something about this here maybe it will help:

    http://www.scirra.com/forum/multiscreen-cocoonjs_topic61313_post376578.html?KW=#376578

    For your layout transition you could try using a fade in, and out technique:

    http://www.scirra.com/forum/fade-in-to-another-layout_topic47211.html

  • I have been having a similar problem with a game Iv been working on but not while loading.

    The game I'm making has no touch controls except for a few buttons on the start and level select pages. The controls are just left-to-right tilt (Gamma) to control movement so after about a minute or so of game play all devises tested on go into sleep mode :(

    Does anyone have any ideas or suggestions on how to fix this?

  • oneking I remember when chrisbrobs made this he released the .capx

    Here you go:

    MathMayhem Clone.capx

  • Can any tablet run my cacoon JS?

    No, the CocoonJS launcher requires Android 2.2 and up. Also your tablet must either have the Google Play store app installed or be capable of installing, and running it. Some Android tablets are not capable of either. Especially the cheaper ones.

    I saw some tablets on ebay for like 50-60 bucks, will that be enough as a developer to build, sell, and play games on?

    I seriously doubt it. The truth is you get what you pay for, and even if a $50 or $60 tablet could run, build, and play html5 games wrapped in CocoonJS the performance would be very disappointing.

    If your looking for a tablet to build, sell, and play on you will probably have to spend at least $200. You should first research all the Android tablets, and ask all the Android developers that have games for sale on the Google Play store what they use and recommend.

    If your looking for a deal I wold recommend the 16 GB Nexus 7. It has a NVIDIA(R) Tegra(R) 3 quad-core processor, Android Jelly Bean OS, and Google Chrome is it's default browser all for only $200. I got one as a Christmas present this year, and this thing was built for people like us <img src="smileys/smiley4.gif" border="0" align="middle">

  • Joannesalfa I think I got R0J0hound's example modified for you.

    I was in a hurry so I didn't comment what I all changed but if you compare R0J0hound's, and mine side by side you should be able to see what I did. I had to add a couple new instance variables, And I left all of R0J0hound's original code there. I just disabled what I didn't need.

    I also couldn't get his highlight effect to work. To get it working it has something to do with setting the sprite_inst to the sprite height. I commented were I was having problems with it in the code. You could probably just delete his highlighter, and make your own by setting the highlighter image visible on object clicked or something like that if you cant get his to work.

    Anyway, I hope this helps:

    Scroll Sprites

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  • Only 6FPS? What's your app native resolution? I noticed that in old devices when you use a resolution that is more than half of the GL_MAX_TEXTURE_SIZE parameter (2048 for Galaxy S) there's a huge framedrop.

    It might be a coincidence because I don't know how CocoonJS works behind the scenes, and I really don't know how OpenGl works on mobile (neither on desktops <img src="smileys/smiley4.gif" border="0" align="middle" /> ), but try to lower your resolution and make sure that your textures size are equal or less than 1024px, this maked a huge difference for me with older devices.

    Anyway, welcome to the android fragmentation hell...

    Thanks for the tips, and suggestions Knifegrinder.

    I originally built this game for Windows 8 with a 1368 x 768 resolution. I optimized it as much as I possibly could. But to keep it graphically pleasing, and still have all the necessary game mechanics I will just have to forget about all the 1 to 2 year old devices out there. It runs great as a windows 8 app, and on my Nexus 7 but older smaller smart phones nope.

    That's ok though I have a bunch of smaller resolution prototype games I built last year that are now running between 50, and 60 fps. I'm going to dust them off, improve there graphics, wrap them up in CocoonJS, and get back into the mobile market <img src="smileys/smiley1.gif" border="0" align="middle" /> Especially now that Iv been seeing a lot of nice quality Android games coming out of our community lately.

  • mcdan if your using Windows 7 yet you could try this:

    http://www.scirra.com/forum/help-construct-2-froze-capx-broken-now_topic49305_post310225.html?KW=Previous+Versions#310225

    But if your using Windows 8, and don't have File History set up this probably won't work. But if you do here is some info on how restore your files to a previous version when it was last working:

    Windows 8 ? File History Feature replaces ?Previous Versions? and Backup and Restore

    How to Use the New File History Feature in Windows 8

  • I think I made those games with an earlier version of Construct 2. on(scale mode) has been changed to just Scale. So set it to Scale, and it will do the same thing as on(scale mode) did.

    Like this:

    <img src="http://i50.tinypic.com/349dxc2.png" border="0" />

    Edit:

    I almost forgot to mention you also might have to set the Parallax to 0 in the Layer properties window when Unbound scrolling is set to Yes on certain layers.

    For example I just started working on this drop type game were my layout size, and window size are exactly the same and I have endless platforms constantly moving upwards. So in order for all my sprites to show in there correct positions I had to set the Parallax to 0.

    <img src="http://i47.tinypic.com/35bcby1.png" border="0" />