CloveltOc's Recent Forum Activity

  • To test and build any mobile app it is commonly used Intel XDK, it´s a great program. This tutorial might help, I remember reading a better one a while ago but I can´t find it... https://www.scirra.com/tutorials/1353/h ... lkphonegap

  • A sprite in a background layer. It has as many frames with different backgrounds as you want.

    Every 10 seconds

    -Set Sprite frame to choose(0,1,2,3,4... etc)

  • -Put all sprites in a family

    -The condition will run unless any sprite overlaps it

    Hope this helps

  • I don´t really know what makes the issue, I´m just telling you what works for me on mobile. This might be close to what you are doing. I´m currently playing around with array procedural cave generation, testing how it behaves on mobile. As I said, I use a "spawn room" to load the assets in steps, so it does not collapse. (sorry for the placeholder art hehe)

    Then I create a grid of walls (very similar to pieces in a match game), which gets carved and set with enemies, items etc

    You could do the same with a simple line of code and a simple "spawner" sprite like

    spawn "tile" on "spawner", move spawner right tile.width pixels. If spawner is in border move downwards tile.width pixels and move to the initial X position. Repeat grid.width*grid.height/tile.width times only every 0.1 seconds, so it does not collapse.

    This way, you could leave the layout empty and let the code do the work slowly, so the device can take it.

    Without a .capx this is all pure speculation, I don´t know in what situation your game is.

    Hope this helps

  • Here you are, done

    https://www.dropbox.com/s/fauhz5a0fwkwk ... .capx?dl=0

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I can´t see exactly what part of the cleaning process you are talking about, but I know what you mean, I´ll see if I can fix it...

  • It depends on the way the pieces are created. If they were already set in place before starting, they will be all loaded at once. What usually works for me on mobile is leaving the layout as empty as possible and then generating things as it goes. To do so, I create a (or many) default layouts in which the only event is "go to next layout" with a wait of 0.1 and all their content are the different entities (pe 1 layout with 10 pieces, next with 10 pieces etc) so when the "game" layout is loaded, all the entities can be created from events without any problem (again, it´s my method, there will be many others that will be better but this one works for me).

    Hope this helps.

  • Hope this helps, I´ve simplified the process but you can use the "direction" variable you used before if you want <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.dropbox.com/s/yz0erazuy2co9 ... .capx?dl=0

    EDIT: added screenshot just in case

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  • Works 100%. Enormous thanks to you, Magistross !

  • It works as intented now! It picks all the possible spots but it also picks wall spots for some reason? You can see the well placed ones because they aren´t overlapping any wall.

    Here´s the .capx

    https://www.dropbox.com/s/4qyo33rhfnsnq ... .capx?dl=0

    Again, I can´t thank you enough for all the help!

  • Oh really sorry, totally forgot about this one: (just a variant of the original particles)

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CloveltOc

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