KFC's Recent Forum Activity

  • Flurry analytics seems to work well on cocoonjs, as discussed here.

    Here's the link to the plugin.

  • A quote from Ashley from this thread:

    "For mobile games: avoid going over 200mb (going over 100mb will probably still rule out devices with <1GB memory)"

    It varies from platform to platform, so the best way is to test frequently. Also, the memory use shown in C2 is the calculated memory usage of the most memory intensive layout of your project.

  • Why don't you just mail Nintendo and ask them?

  • Ashley

    fldr is likely referring to this example, or at least using the same technique.

  • It's not possible to create new layers at runtime to my knowledge.

    I don't really see why you'd need to create new layers at runtime though, could you give a concrete example? If you'll need an extra layer for a layout and have the logic to populate the layer why not just add an empty layer in the editor and do what ever you want with it at runtime?

  • If that's your goal just have a variable controlling the sound:

    If the variable is 1 and if any sound is playing - stop all sounds

    If the variable is 0 and no sound is playing - play music

    You could also save the playback time on must and seek to that value on unmute if needed.

  • Well, a quick fix for the second problem is putting all the audio in the music folder. Not exactly sure what caused the bug, but after adding a certain number of sounds or tags or whatever in C2 the chrome has a hard time with the phone speaker volume.

    As for the loop delay, I'm still looking for a solution.

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  • You could take a look at these links by russpuppy he's working on a in game level editor and uses AutoTileGen for autotiling

    http://www.forestlegend.com/2014/08/aut ... n-and.html

    http://www.forestlegend.com/2014/08/mor ... ditor.html

  • Interesting, I always thought once you register a Business you need to get the business license but apparently the $5k rule still goes if you're a "startup business with very small total revenues."

  • Ok, now go your account at dropbox.com, find the html of your game, right click, press copy public link and post it here. Now people will be able to access your game.

  • You should put the exported html project in the Public folder of your dropbox account and link it directly from there. If you don't have a public folder already just create a new folder and name it "Public".

  • I'm guessing phone you're testing it on doesn't have the same resolution as the native resolution of the game you made.

    Anyway, use ViewportRight(layer) as your "width" and ViewportBottom(layer) as your "height".

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KFC

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