Laurent's Recent Forum Activity

  • Hi to all,

    I've been trying to generate an android.debug.apk from C3 but only managed to get a black screen on the device.

    Steps :

    • I created a simple game for test : a drag and drop sprite on blank screen
    • Filling in all the information needed for app export : name, web site, mail, version...
    • Export using Android.debug.apk. Minifying script
    • Upload .apk on my website
    • Download .apk to smartphone (Android 7) using the .apk dress on Chrome
    • Install .apk when loaded
    • Launch .apk.
    • Black screen

    Oh, and Developper mode is activated on the phone

    Is there anything I'm doing wrong ?

    Thanks for your help !

  • Thanks !

  • Lovely ! Any news soon ?

  • That's a lovely endeavor !

    Do you plan to make a C3 version ?

  • You can also try this :

    http://appiconmaker.co

  • [quote:2jxudnup]

    still same with using Browser.ScreenWidth equal to 1125 and Browser.Screenheight equal to 2436

    how i use the useragent please?

    thank you

    Your code screen capture seems incomplete. What happens if condition is met ?

  • > What do you need this for ?

    > Use Browser object expressions to check device pixel ratio and screen size (Iphone X specs are 2 436 x 1 125 pixels at 458 pop) and browser platform that returns Windows, Mac, IOs..

    >

    hi

    i did try this (picture attached)

    but it not work

    Try to check screen size and/ord UserAgent browser instead

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  • Is there any chance to see this adapted to C3 ?

  • Could you post your capx ?

  • > Yeah don't do that. I was talking about creating obstacles to block paths so the player has to go a different way. You said you tried this, but you were walking through the obstacles. It's because the player cannot see them, you need to regenerate the obstacle path at the point of creating the obstacles. The player will then find a new path as the previous ways will be blocked.

    >

    Ah, I think you've misunderstood - it's not the player who's pathfinding, it's an object, also I said the issue was that I don't want the player to be stuck on the obstacles when made solid for objects that pathfind

    > I think you should check if you have added a Solid behavior to your obstacles and make sure Solids are assigned as obstacles in the Pathfinding behavior.

    > The random numbers that are generated will determine witch obstacle's solid behavior will be turn from Inactive to Active.

    >

    > There is something you can do :

    > - put obstacles on your stage

    > - design different (let's say, 5) possible paths that are determined by a different combinaison of obstacles. Put the corresponding set of obstacles in different families named (for exemple) pathObstacle1, pathObstacle2, pathObstacle3...

    > - for every moving object, before path is calculated, select a random family and put it as an obstacle in the Pathfinding behavior

    > - calculate path

    >

    > Should be something like that :

    > + System: For each MovingObject

    > -> MovingObject: Add Pathfinding obstacle Obstacle(random(1,5))

    > -> MovingObject: Find path to (targetx, targety)

    >

    There is no way to add a random obstacle in Construct 2, you need to select a single family/object.

    I tried to work around it by assigning a variable to the moving object when it's created and having the path be set for the object depending on that variable, but that creates a myriad of issues...

    Here's what I've done:

    +System: On MovingObject Created

    ->MovingObject: Set path_number to round(random(1,6))

    +System: For each MovingObject

    ->MovingObject: On path_number = 1

    -->MovingObject: Add Pathfinding Obstacle: path_obstacles1

    -->MovingObject: Add Pathfinding Obstacle: tilemap_walls

    -->MovingObject: Regenerate Pathfinding Obstacle Map

    -->System: Wait 1 seconds

    -->MovingObject: Find path to (goal.x, goal.y)

    +System: For each MovingObject

    ->MovingObject: On path_number = 2

    -->MovingObject: Add Pathfinding Obstacle: path_obstacles2

    -->MovingObject: Add Pathfinding Obstacle: tilemap_walls

    -->MovingObject: Regenerate Pathfinding Obstacle Map

    -->System: Wait 1 seconds

    -->MovingObject: Find path to (goal.x, goal.y)

    etc.

    Any ideas on what I'm doing wrong?

    And it works ?

  • paradine

    Wow ! That's incredible !!

    Many thanks to you for making the interface all of, I'm sure, have been dreaming of for a long time !

  • > What do you need this for ?

    > and browser platform that returns Windows, Mac, IOs..

    >

    what do you mean exactly ?

    thank you very much

    I mean Browser object can tel you what platform the browser that runs your game is.

    Taken from manual :

    "UserAgent browser expression returns the full user agent string for the browser, e.g. Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/535.7 (KHTML, like Gecko) Chrome/16.0.912.63."

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Laurent

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