Volbyte's Recent Forum Activity

  • There could be so many causes that no one here will be able to give you a perfect answer with virtually no information about your game. I'm far from an expert when it comes to optimization but:

    1. Have you previewed the game in a mobile browser to see if the cause of the lag really is the crosswalk build?

    https://www.scirra.com/tutorials/247/ho ... al-network

    2. Have you tried more than one mobile device?

    3. Have you looked at the debugger to see what part of your project is using most of the system resources?

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

  • Have one text as a source and then another text object for the text being displayed.

    Every X second -> Set text to left(SourceText.Text, len(DestinationText.Text)+1)

    There's a working capx example by Ashley in this link:

  • Well I do have each level on a different layout. I do not understand what you mean by storing the checkpoints on a variable. How I have it is, after every five levels, the levels become selectectable, even after the character loses lives. I think I have figured it out, but i may send a capx file just to see if you or someo else can test it to see if it works proerly or if i have missed something.

    You can do that with an array. I made this capx quick, but hope you get the basic idea:

    https://drive.google.com/folderview?id= ... sp=sharing

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  • A little difficult to help because there's several ways to create levels/level selection and I don't know which method you've chosen. Do you have a separate layout for each level? In that case just store the checkpoints on a variable and:

    Player lives = 0 -> Go to Layout (by name) "Stage"&Checkpoint

    For the level selection layout (if there's one), store the checkpoint variable in LocalStorage and load it from there.

  • Before asking here directly, I always google like this first:

    "*type here what you want to learn* site:scirra.com"

    (without *'s)

    That will restrict the search only to specific site, and there's a lot of information on this site. Even if you don't find a tutorial, it's quite likely you find a forum thread (maybe even a capx example) related to what you want to do.

  • Not sure if I understood your question right but:

    Create a variable to track correct answers. Every time player gets a correct answer, make an event to add 1 to the variable. Then spawn star sprites depending on the variable.

    And remember to reset things for next round, except for total score/stars if you want to have something like that.

  • The best way would probably be using the Canvas plugin by R0J0hound. There's Capx-examples about what I think you want to achieve in these threads:

    Alternatively you could make a tilemap with 1x1 tiles and destroy them when overlapping with the impact area BUT performance-wise that's a bad idea.

  • Construct has the "load image from url" option, which might suit you..

    Just add the images as project files and load them into your sprite(s) when needed..

    Oh wow, that's actually way easier than I thought it would be. Funny how I've used C2 for over a year and never noticed sprites could do that.

    Thanks a lot!

  • I'm sure you guys are familiar with games that have a huge amount of collectable cards/characters/monsters, games like pokemon, hearthstone, puzzle and dragons etc.

    How should I go about storing several cards/characters in Construct 2? I was planning on just having one sprite and giving it hundreds of animations or frames (1 per character) which would make it easy to call the right cards from an array but then again I feel like dealing with that one sprite would be extremely heavy on performance.

    Many (mobile) games with collectables seem to not store all the characters in the game file but load the sprites when needed from a server. I believe this is possible with AJAX object in C2, right? I don't have any experiance with that though.

    Mobile support/performance can be bad on older devices, but I wouldn't really blame Scirra for that. AFAIK it's just that some parties were slow to properly start supporting HTML5/WebGL. On my Galaxy Note2, that's nearly 3 years old now, I can run my mobile game at 58-60 FPS. And that's with WebGL effects and particle effects.

    Like said above, every competing engine also has their own limitations (and some of these engines cost a lot more). There's always the option to program your own engine, but that's something most indies don't have the skills or time for.

  • Hey guys,

    I used to be able to preview my game on my phone just fine, but a couple months ago it suddenly stopped working and haven't been able to get it working since.

    Here's the rule for my Norton firewall, that used to work:

    Mobile Preview Rule - ALLOW, Inbound/Outbound, Local Subnetwork, Protocol: TCP, Port: 50000-50100

    I can get it to preview on my computer without error messages, but if I try to access it on my phone (Android 4.4, Chrome) it claims that the website could not be found. I've tried different ports and browsers.

    Getting kinda tired of making builds in Intel XDK just to test performance

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Volbyte

Member since 5 Nov, 2014

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