Chadori's Recent Forum Activity

    speardev - Yes before that, how can you ensure that?

  • Problem Description

    Please take time to review this bug. When I make a Zoom Scene in my game before, I noticed that white lines would appear if you use LayoutScale Zoom with lerp and with "PIXEL ROUNDING TO "ON". I used lerp to make a smooth zoom and I also used "Layer(Dialog) Scale Rate Set to (0)" system action to maintain Layer / s scale rate to 0 so it won't zoom. In conclusion, If you use Layout or Layer Scale Zoom and if PIXEL ROUNDING is set to "ON" it will cause a white line appearing at the borders.

    PS: The reason I set the zooming(Scene Mode) on the edges because the white lines (Bug) will only show if the camera(Scroll) is at the edge on smooth zooming.

    Attach a Capx

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

    Description of Capx

    If you use Layout or Layer Scale Zoom and if PIXEL ROUNDING is set to "ON" it will cause a white line appearing at the borders. The .capx is a fastly-made sample game I made to show the bug. Since it is a platformer game, move the player using the "left" and "right" arrow keys. If you reach the near edge of each side of the game then you will enter scene-mode and the white lines that are "bugs" will show.

    Steps to Reproduce Bug

    • Control the Player by using the "Left" or "Right" Keys .
    • Go to any edge(side) of the game.
    • When you reach the left or right near-side or near-edge of the layout, SceneMode(Zooming) will commence and white lines will show(THE BUG).

    Observed Result

    As I said, White Lines in the edge of the screen will show, like borders when Pixel Rounding is "On".

    Expected Result

    Smooth Zooming without White Lines that makes it looks very glitchy and non-well made game.

    Affected Browsers

    • Chrome: Yes
    • FireFox: Yes
    • Internet Explorer: Yes
    • Node Web Kit : Yes
    • Exported Android Crosswalk : Yes
    • Chrome Mobile : Yes

    Operating System and Service Pack

    Windows 8.1 64-bit Updated Drivers (WebGL supported) - Used device: Ultrabook & Mobile: Android Device

    Construct 2 Version ID

    Construct 2 version r222 Beta Version & r223 Beta Version

  • 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.

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  • 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.

    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.

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Chadori

Member since 10 Oct, 2014

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