Chadori's Recent Forum Activity

  • DAVID - The webstorage plugin is the outdated version of the localstorage. Even if webstorage is replaced, it is still usable if you are not going to publish in chrome webstore. But if you are making a new game, make sure then to use localstorage since it is the lastest type of offline storage.

    Localstorage is the same as webstorage, the difference is that the localstorage is more efficient since it only runs as a function or trigger when you call it. Webstorage was replaced since it was always checking the keys and values since it was running every tick. Both has the same use, that is to store offline keys and values for example key("HighScore") value(10)points. Hope that clarifies it.

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  • Yes. Rename the files.

    For example:

    If the file name is Game.capx.backup1 then change it to Game.capx

    If the file name is Game.capx.autosave then change it to Game.capx

  • - I hope, I've been trying to ask them about the white bar on splashscreen startup but still ....

  • Ubru - Sorry for not replying, I just noticed this post now.

    You want to use the IntelXDK Splashscreen and your game is 960/1280. What you are going to do next is make a splashscreen image with the size of 960/1280 then resize them smaller 4 times with respect with the aspect ratio. But luckily, there is an automated way by using the Android Asset Studio:

    Link:

    https://romannurik.github.io/AndroidAss ... tches.html

    Since you want to have 4 splashscreens resize, so first set the Source Density to (XXHDPI).

    Second, import your "960/1280" splashscreen.

    Third, Set Edit Mode to "Stretch Region" or whatever part you want that will happen when the screen size is bigger than that of your game window size.

    Fourth, Download Zip.

    Fifth, Import the images from lowest to highest in the IntelXDK (MDPI, HDPI, XHDPI, XXHDPI(The Original))

    PS: Android Asset Studio makes also makes your Splashscreen stretch even in broken aspect ratio in mobile devices since it is turned into a 9patch image that stretches the part you assigned in the AndroidAssetStudio image editor grid whenever the splashscreen doesn't fit on the screen. But you need to have 4 sizes since 9patch images can't shrink, that's why Android Asset Studio makes different sizes and IntelXDK requires 4 sizes.

    [quote = Ubru]Next thing, can I modify that pre-created loading screen in C2? I know I can load my image like a logo but what about that progress bar (size, spacing, color, style, etc...)?

    As I said, you have to use a loader layout.

    First, Enable Loader Layout on the Project Properties.

    Second, Your first layout is your loader layout and replace your default.

    Third, Design your loader layout. Tutorial: https://www.scirra.com/tutorials/318/ho ... ng-screens

  • - I believe that the Persist Behavior in Construct2 r227 has nothing to do with the problem because it is totally working fine. And your details is too limited compare to a .capx or atleast a screenshot. I am only guessing here since I can't really tell what is the exact problem.

    *Did you make sure that all the sprite instances have their default controls deactivated? Try to check it again.

    *And also try to update your C2 version to r227 and try if it works.

    *Check your events again if possible that you made an action "set to enabled".

    I made my own test of the persist behavior based on your details and it is totally working fine. I can make sure here that the Persist Behavior is working fine in C2 r227.

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

  • I don't really get what you mean, but if you meant to repeatedly create an object and after creation add additional Y to the next. This might be the code:

    Edit: (Forgot the Trigger)

  • Rasputin - You're right, I just checked it and IntelXDK does support normal apps but the hard part is finding the right plugins. But to be sure, I will also try Visual Studio and Cocoon.Io just in case it is better. And if successful, i'll try making a tutorial too. Thanks for the time.

  • Rasputin - Only the 2nd one, The real-time sync (1st one) would be more complicated on C2 than normal app makers if I do that. Thanks for the link it is helpful, but what I really meant was what compiler is used for that export? If I use IntelXDK wouldn't it be more optimized for games rather than a Web App, If we use Visual Studio, I really did not try it and no idea if it would be good in performance. Any suggestions?

  • Rasputin - Is there already a tutorial of this or any people who tried this? This makes me want to learn it .

  • Can be found in the Project Properties. The layout selected will be your first layout but if "Default" the system will pick the first layout to launch.

  • Essentially, from my testing it seems that setting the minimum FPS to 60 is the best way to guarantee that lower FPSes don't result in logic errors. Has anyone else come to that conclusion or am I just way off base?

    I believe setting your minimum FPS to 60 will not really reveal all logic errors. My only advice is to take it slow, don't make events like you are in a deadline, give time to test and debug if you have a new game feature and also analyze/think if there is a better event code for your present event to achieve more optimized logic of your game. Your game performance outcome is actually based on your patience. If you are really curious then I suggest you learn how to code, but if you already know then it won't be a problem.

  • I know that this question is a little silly but I just got curious. Will it be inefficient to make an Android App on Construct 2 that works like an app version of a website? And if ever yes, will the features be very limited? Thanks

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Chadori

Member since 10 Oct, 2014

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