mammoth - Can you make a sample .capx ? Because it is working fine with my simple platformer test. I used tilemap as a ground with the solid behavior and a player with the platformer behavior and the collision works fine. I did not test on safari though, I used Chrome Mobile.
Lasmelan - Yes, to correct my post earlier, this should only be done if your game company is as popular as Piano Tiles developer or Supercell but for us, we are better off with free version + ads or bought version & no ads.
Nice suggestion and i'll use it but I was hoping for an event that can use the expression pickedcount but sadly it isn't possible.
How do I check if objects are destroyed simultaneously? I use this but it doesn't work:
*Sprite.OnDestroyed & *Sprite.PickedCount > 1
--------> Set Text to "Simultaneous Kill = true;"
Any suggestion?
Thanks in advance.
Josek5494 - Your's seems better, the insomia just keeps the screen awake. I hope you don't mind me using this
Josek5494 - Seems similar to the IntelXDK plugin "Insomia" I used or am I just using the wrong plugin.
Lasmelan - Not really, depends on the style and neatness.
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Josek5494 - Can you explain the uses of the three actions?
izioq - You should always use a hitbox on platformer games since any change of collision points or size of the player will produce a glitch on solid objects.
Tinimations - Yes, you are half true. If your game video cutscene is 720p and the device screen is 720p then the video shown is 720p and if the video cutscene is 720p and the device screen is 360p then the video shown is 360p. If the video is 720p and the device screen is 1080p then the video will be stretched therefore losing video quality. Now in your case if you make your video 1080p and rescale the layout to fit it properly with the window size and in some case if the device screen is 1080p and your window size 720p but your video is 1080p even if you rescaled the layout then your video will not stretch therefore not lose quality but improve it. Videos are always rescaled to what your device's maximum playable size. I hope that clarifies it.
Tinimations - Sorry about that, I made a mistake. I agree with jobel 's suggestion on this one, you can just make the cutscenes on a separate layout with (1980px*1080px) size and rescale the layout/layers that will adjust to your window size. On Cutscene set your layout/layers scale to 0.6666666666666667 and change back the layout/layers scale to 1.0 on gameplay.
Member since 10 Oct, 2014