AnD4D's Recent Forum Activity

  • I am trying to load up a game on my mobile device. At the moment, I have a title screen that is in the centre of my layout, however, while it works fine on one mobile device, the other appears to be ever so slightly larger, and so when the game loads, the title is no longer in the centre.

    Any idea how to go about this?

    I tried setting the position based on the window size, but that doesn't appear to work at all. I only get a result if it's based on the layoutwidth/2, but that doesn't work when the game is on the bigger screen.

    I should point out that I'm using CocoonJS... and it hates letterbox scale... for some daft reason. Who really uses Scale Outer?

  • Colludium

    Your access to Marketplace is currently being reviewed. You can enable your inventory and set minimum CPMs during this process; note that Marketplace will not serve ads until you have been approved. If you have questions, please contact ***.

    That one? Doh... I thought that was only for Marketplace, and wouldn't affect my AdMob adverts...

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  • For me, my ad source breakdown on the MoPub dashboard is empty... but I can see my game and my ads alongside it. Is it a good idea to just delete everything and start again?

  • :( I followed this tutorial, and I'm not getting any ads appearing. I did have ads appearing that were a demo, and in my cocoonjs Launcher debug I was seeing ads... but in my final version not even the space for them is appearing.

    As far as I'm aware I've followed the tutorial, but some of it doesn't appear to match up. For example, I can't add my ID anywhere in the dashboard section of MoPub as far as I can tell.

  • ArcadEd

    Oh sorry, I was in the middle of testing between overlap and collision when I took the screenshot. One of them was meant to be crossed out.

  • ArcadEd, yes, but nothing major.

    <img src="http://imageshack.com/a/img841/963/ydtm.png" border="0" />

    This is what it looks like. As soon as I disable that line at the bottom, everything runs perfectly smooth.

    No idea why.

  • Strange thing keeps happening. I made a very simple game for mobile... hardly any graphics, no music, no sound... but I kept noticing some severe slow down, and couldn't figure out why.

    I pulled my game apart, and found that whenever a global variable is altered, the game pauses. Originally I had a global variable constantly being altered, but I've now changed it to once every second. Low and behold, now I get a slow down once every second.

    Anyone else able to replicate this?

  • Thanks Arima. The $50 was for someone to actually go through my 300+ event capx and figure out the problem. That was to save me from 5+ hours of tweaking. Sadly nobody seemed interested so I ended up finding the problem and coming up with a solution on my own.

    It's appreciated though, and I will PM you directly if I get stuck again with my code as a whole with a cash incentive.

  • YAY! I was able to replicate the issue!

    https://copy.com/mTfTkCSikS1vrcrN

    For some reason, if both ships (as shown in the attached example) do not have their booleans set to true to fire at the same time, neither ship will fire. I find this odd, personally, as I thought family only checked which was true. If I remove the 'Trigger once' command, it works, but it's constant.

    Very strange. I fixed this by using a global variable that is changing, rather than an instance variable, but I'd be interested in knowing what exactly I'm doing wrong here...

  • Ok, $50 if someone can help!

  • tgfcoder

    I imagine, if they're using the platform behaviour, they'll use the set gravity angle modifier, rather than physics.

    To make the character spin, you'll need to have some invisible triggers I imagine.

  • Hi guys!

    I've been working on a project for the last couple of weeks, and recently created an AI system for 4 cpu players, however, I later decided to expand it slightly, and so I am going through the code and fixing things here and there so I can use as many ai players as I want.

    However, I've hit a snag. For some reason my ai stop fighting (both each other and human players) seemingly randomly upon a spawn.

    Not sure why, and that's why I'm here.

    I have tried recreating it as a smaller file, but there's something in my code that is causing a conflict. I was wondering if some kind person out there might be interested in giving my code a quick debug. It still has a couple of glitches, but that's because I haven't finished updating it all to the new system. I just want to know why they stop fighting.

    In any case, if you think you're good enough with C" to help me out, please let me know and I will PM you the code. The file is quite small (under 2mb) but it does have over 300 events. Many are not important, and I think I'm close to figuring out the problem.

    Anyway, hope someone out there can help!

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AnD4D

Member since 4 Nov, 2011

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