Knifegrinder's Recent Forum Activity

  • Kyatric

    I'm sorry but I don't use the canvas plugin on my current project.

    In my case the crash was caused by Appmobi and CallJS plugins.

  • Today I finally managed to avoid the black screen of death on CocoonJS...

    There are some glitches on tiledbackgrounds, some crashes here and there during the game, no accelerometer support and I haven't found a way to lock the screen in landscape mode but... but.. well...

    THE PERFORMANCE IS F... AWESOME!!!! Fps are nearly double than phonegap builds, sometimes my game can reach 40fps on an average phone... and with polyphonic audio!

    I'm waiting for a release with a better integration with C2 features and in the meantime I thank Scirra and Ludei for the great work they're doing.

  • Try to remove the appMobi plugin. It worked for me.

  • Ashley

    I'm trying to post some crispier pictures of this work but I get a false positive spam detecion alert... How can I avoid this? Can you suggest me some image hosting services that don't trigger on the spam policies?

  • Clyde is the superfast snail that will save the world from 2012 maya predictions!

    I'm sorry for the video quality... my Canon is currently under repair, I'll post a proper video ASAP but I was too excited to not share the first steps (err... steps?!?) of this little snail. <img src="smileys/smiley1.gif" border="0" align="middle">

    All technical details are in the video description.

  • This is AWESOME!!!

  • IMHO cocoonJS seems to be the most promising wrapper. Can't wait from something more from ludei.

  • There's also

    AppGyver

    but it seems to be more appcentric and less game oriented.

  • I use this workaround. It seems to work without glitches.

    JT is your jumpthru platform.

    On touched downbutton (trigger for user input) + player is overlapping at offset JT (0,JT.height/2) + platform is on floor --> set player.Y to (player.Y + JT.height * 1.2)

    (These values are not mandatory, you may need to adjust them because your gfx and/or gameplay may be different from my project)

  • After upgrading to r92 I noticed a "stuck on the wall" effect jumping to the left against a solid block when the charachter is falling along the wall and is some pixel above the floor. On Chrome and Firefox it's a subtle stop during the fall that resets gravity effects on charachter, on mobile devices the charachter stucks in middle air until it's moved to the right breaking the whole gameplay.

    This doesn't happen always, seems to be totally random.

    All is working perfectly when you jump to the right.

    Here's the capx

    Capx

    To explain what I mean I added a sound that plays everytime the falling speed is below a threesold. You'll notice that jumping on the left against a wall the sound sometimes is played two times.

  • Image editor -> Third icon from top

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  • I had this issue, but only when objects speed were very high and fps very low (phonegap on android).

    Try to set a four-point square as collision polygon for the ball and make solid the bat.

    If the ball is perfectly inscribed in this square theorically you'll not notice any difference in the gameplay.

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Knifegrinder

Member since 1 May, 2012

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