Chadori's Recent Forum Activity

  • Hi, lads. I know this has been asked before, but I haven't found a rather detailed guideline.

    I've just finished my game and I intend to make some sprites for sale. Please how do I do this? Can anyone point me to or give me a detailed instruction on how to?

    Thank you so much.

    So what part are you currently at? Are you still making a Store Design or Are you working on how to make IAP events or on export? BTW. What platform do you intend to export it to?

  • >

    > In Intel XDK 2893:

    > I'm using Crosswalk CLI 5.1.1 with "cordova-plugin-admobpro" plugin.

    > I've also tried using "cordova-plugin-admob" but I get an error.

    >

    > Any help on this would be much appreciated.

    >

    Try using this plugin: com.cranberrygame.phonegap.plugin.ad.admob

    Since Google warned me about the old Cordova version, I updated my game a few days ago and it still works with this plugin.

    I used "com.cranberrygame.phonegap.plugin.ad.admob" but crashes app onstartup and leaves crash junk on Intel XDK Project Folder(in other words, Once I add the plugin even if I remove it, it will still crash the app) and to remove the crash, I have to remake the folder and Re-export from Construct 2 but still no admob.

    speardev - I've been a Construct 2 Game Maker since 2014 and since admob has been fixed recently, I can now add admob easily on android devices.

    or come on Skype ali.friend40

    Could u please tell me what is your experience in this programme Construct 2

    and could you add admob easily and compile to android

    Yes I can add admob now since it is fixed in Construct 2. I have been using Construct 2 since 2014.

  • I am trying to decide if I will upgrade my crosswalk apk from IntelXDK to Cocoon.IO . The only thing making me hesitant is if my app from crosswalk IntelXDK (that will be upgraded to Cocoon.IO) will accept the update on GooglePlay or Device when I build it on Cocoon.IO? So will my IntelXDK crosswalk app be updated or accepted by googleplay for updates if I decide to build an update of the app on Cocoon.IO?

    Hi developer could we speak please

    Me too. I like to know more about this opportunity you are talking about.

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    speardev . Can you tell us more? This might be interesting.

  • It didn't work straight away because I am having to change some other events like "jumpthru platform" which is used to stop my player falling down ladders but now he cant get high enough up the ladder to get to a higher platform but it just needs the size changing a bit I think because this happened before.

    I am sorry but I am having a hard time understanding what you mean. If you could provide a capx or a screenshot or an explanation would be nice. But technically, The default way(Arrow buttons) and doing it manually(W,A,S,D using keyboard) are just the same. We only replaced the buttons.

  • But I will not sign it , it's just for testing, I will not upload it to google play .

    Either way, you still need to sign it for it to work on an android device. Since it is only for testing, no harm done if you sign it with a dummy IntelXDK account. And if you decide to publish it, then you can make a real account for your exporting.

  • , the cause is that you did not sign the APK. You always need to sign the apk for it to work on devices.

    Btw. It is better if IntelXDK signs your APK for you than doing it manually if you are using Construct 2 Cordova Crosswalk. Since you are not making your game through Android Studio which has a 100% working APK Sign Tool then there is a high chance your apk will not be accepted by GooglePlay even with the APK Signer Tool (which is not working anymore). Unless you are familiar with the command prompt to sign your apk that way, you should let Intel XDK sign your apk and you can just download yout Keystore later.

  • Do I have to enter A to move left, D to move right and W to jump manually or is there a easier way?

    If you are using the Platform Behavior or 8-Direction Behavior then the default controls are only the arrow keys. But you can turn them off and replace them using the keyboard plugin.

    The answer to your question is "no". I don't know what's complicated about doing it manually.

    The events are simple: (8-Direction Behavior)

    *When Key "W" is down -- then

    --> Player Simulate control "Up"

    *When Key "S" is down -- then

    --> Player Simulate control "Down"

    *When Key "A" is down -- then

    --> Player Simulate control "Left"

    *When Key "D" is down -- then

    --> Player Simulate control "Right"

    The events are simple: (Platform Behavior)

    *When Key "W" is down -- then

    --> Player Simulate control "Jump"

    *When Key "S" is down -- then

    --> Player (Fall Through)

    *When Key "A" is down -- then

    --> Player Simulate control "Left"

    *When Key "D" is down -- then

    --> Player Simulate control "Right"

  • ShinobiSlash As far as I know, there are still no tutorial about this. But I made a sample capx as a guide for you.

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

    This shows one of the uses of Layout Scale / Scale Rate and Layer Scale / Scale Rate. There are still many combinations you can try to make it more scenematic or other purposes.

    In your case you can ignore layer scale if you want to zoom all objects to zoom the entire windows, like from 480p to 720p. You are only going to use the Layout Scale or Layout Scale Rate, whichever suits your needs.

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Chadori

Member since 10 Oct, 2014

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