Volbyte's Recent Forum Activity

  • I'm afraid I don't have the knowledge to help you here, but don't you have like 3 threads about the same issue? That's not going to give you a solution any faster. How about trying to google the solution instead?

    Also:

    [quote:1s9qf0ny]5. Please allow 24 hours for a response. Replying with "can't anyone help?" after 20 minutes could be misconstrued as rudeness, since it is impossible all our forum visitors could have checked the thread in that time. If you're seeing a lot of views and no replies, don't forget we commonly have more search crawlers (e.g. Google) indexing the site than real users, so the views count may be inflated.

  • Hope I understood what you want correctly,

    1. Create a background layer with the road/background picture.

    2. Create a sprite object on the background layer, name it Camera and give it Scroll To-behavior.

    3. Move the Camera(sprite object) around how you want (bullet behavior, events etc.).

    4. For another layer(s), set parallax to 0 and put everything you DON'T want to move there.

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  • I make the graphics myself (that's my strenght, programming not so much) and get my sound effects from freesounds.org or similar sites.

  • Instead of a fixed value of 0.08, do 4.8*dt which will take into account changes in framerate

    That fixed it, thanks! Tried adding dt in there before but wrote it wrong way in the expression.

  • Hey guys,

    I'm having jitter in my game when testing on mobile. I figured out that the lerp in my camera object (smooth scrolling) is causing this. The movement in my game is very similar to Asteroids (Custom Movement). Here's what I'm using for the camera at the moment:

    Every tick|Camera -> Set position to lerp(Self.X, Player.X, 0.08), lerp(Self.Y, Player.Y, 0.08)

    Is there any way to get a smooth scrolling camera in mobile without jitter/lag?

  • Here's one tutorial for creating match-3 games in C2:

    http://gamedevelopment.tutsplus.com/tut ... medev-8071

    In the 2nd part of the tutorial it is explained how to swap blocks.

  • Have you tried this?

    https://www.npmjs.com/package/cordova-p ... lashscreen

    navigator.splashscreen.hide();[/code:dh7r7jhu]
    
    I would also guess that if you set your own splash screen in the settings, it replaces the Cordova one but I haven't built anything in a while.
  • What newt said above works well. In my game I use tiny sprites that are just 1x2-3 pixels in size and yet the gradient comes out very smooth.

    An alternative would be drawing it with the Canvas plugin by R0j0hound.

  • In the event that you made to play the sound, create another condition:

    System: Pick by comparison->Object: Stone Expression: distance(Stone.X,Stone.Y,Player.X,Player.Y) < *distance in pixels where you don't want to hear the sound*

    Remember to place that as the first condition.

    Alternatively use Stone -> 'Is On-Screen', but then it won't work if it happens even a little outside the visible area.

  • > i want to build my game for android through intel sdk but when i click export project for cordova it is telling to buy construct 2

    >

    You can't do that unless you buy a license. But if you really want to make money out of a game that you made without license yet. You can export it to Tizen as Ashley said then if you make a $120 then you can purchase a license:

    https://www.scirra.com/tutorials/669/ho ... t-to-tizen

    Why would that be allowed? Just because it's possible to export doesn't change the fact that it would be commercial use which is not allowed with the free version.

  • > Construct 2, properties, and you can set Orientation Lanscape or Potrait only (default "any") it's help?

    >

    > You need to select portrait in the build settings of XDK.

    >

    I tried both these and added the screen orientation plugin, but it still twists the screen so there's black bars either side (I'm mentioning this so you know it's not turning my game widescreen, it's just not locking the orientation).

    If you built it for Crosswalk, did you make sure you changed the tab of build settings to 'Android (crosswalk)' and didn't accidentally set things up for normal Android build? That tab is open by default and I sometimes accidentally set things up there.

    If you still can't get it to work, you should probably ask about it at the XDK forums as well:

    https://software.intel.com/en-us/forums/intel-xdk

  • Don't ever use Crosswalk. It is only compatible with around 100 devices. Always build directly as Android in the Intel XDK program,

    My game went from 40 MB down to 4 MB.

    Crosswalk is compatible with WAY more than 100 devices. With the normal Android export you get way worse performance and lack many features that Crosswalk supports.

    That is, UNLESS you intent to only target Android versions with Lollipop or higher. Those have Crosswalk technology built in.

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Volbyte

Member since 5 Nov, 2014

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