1971S's Recent Forum Activity

  • Amazing! Thank you very much aruche.

    Will tweak it from here and introduce it in the main game.

    <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I've been searching throughtout every forum' post related to this topic but couldn't find any proper solution.

    What I'd like to discover is how I could implement a touch pattern that moves the displayed area whenever the user draws some line, stroke, etc... on the screen. Whenever the user swipes.

    I got this example: .CAPX, demo but I think it's a bit rough, undefined.

    How could I smooth it?

    Thank you very much!

  • Sound added, a few things tweaked.

    Working on level 2 now.

    Thanks for playing.

  • by Human Pride Lab.

    Hope you enjoy these first levels and report any error (including typos) or bug you find while playing. No sound or different languages for the moment, though.

    Thanks.

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  • Ashley

    Before r100, the game was perfectly fine after being exported with Construct 2' cocoonjs wrapper. After that release, the game starts alright but freezes the smartphone after some time, having to take off the battery to restart it.

  • Ashley

    1) That's exactly what I meant. Thank you very much!

    2) Looking forward to it, it would be a great addition.

    3) I think I was able to do it. Thank you!

    4) The thing is (as far as I know), Ludei hasn't updated their Android Launcher in a while, and so I thought every significant performance change would be related to the building process made with Construct 2. Since that drop appeared after r100 came out, I logically assumed it might be related to that update. Correct me if I'm wrong!

  • Oh, you're right! I've edited my first post to link my explanation towards this post scirra.com/forum/free-form-tiled-backgrounds_topic55786.html

  • More things! Seems like im encountering all the issues in a short period of time!

    Has any change being made to the cocoonjs exporting functionality in this release? Ever before r99, my games used to run perfectly in my S3, but now every little testing app makes my phone, to the extent that I got to take off the battery.

    Thank you all very much, hope Im not disturbing anyone!

  • Sorry to being such a pain in the ass but... could anyone help me?

    I couldn't get myself to add more doubts, it seems abusive, but it would be awesome if anyone could give me some help with these three first.

    Thank you all, in advance!

  • Sorry to pop up with so many (surely stupid) doubts and suggestions, but I thought about reuniting them all together in this subforum, acknowledging that maybe the General one was unappropiate, for comfort and cleanliness. I hope Ashley or Tom will delete all my other posts to avoid spamming.

    First, I exported my Construct 2 game using the appMobi wrapper, paying special attention not to set it with DirectCanvas. The final app works good (really good considering it's running with Android default browser), but I can't get it to display itself on fullscreen. Is there any way to do it? Maybe an option I might toggle?

    Second (as stated in this topic scirra.com/forum/a-naive-idea-i-came-up-with_topic55500.html but clarified here), whenever I open the program to start working, Construct 2 sets the tab view with the layouts first and then all the events sheets. My workflow is better when every Layout has its own Event Sheet at its side, and so changing between the actual scene and the event editor is fast and convenient. As I said, Construct doesn't save the actual disposition of the tabs when it gets closes, and every time I start it I got to drag and arrange the tabs for it to look like this

    <img src="http://i46.tinypic.com/jjlg8h.png" border="0" />

    Would it be possible to make Construct remember not only the tabs that were open when it closed the last time, but also their order?

    Third, as I said in this topic, scirra.com/forum/free-form-tiled-backgrounds_topic55786.html it would be great to have free formed tiled backgrounds. Is there any way to simmulate what I'm intending? As in, tiled backgrounds on top of the others, with alpha channels setting a cool and efficient scenario.

    Thank you all very much, hope this is better!

  • R0J0hound Ashley That's not quite what I'm talking about. At least I couldn't do it with your example :(

    What I'm intending to do (in the game I'm actually working on) is setting a tiled background in Layer 0 that would occupy the whole layout space. This, on finished, will act as the path the player shall walk on to remain safe.

    Then, on Layer 1, I will place all the elements of the game: the player, the weapons, the monsters...

    Finally, on top of that last one, on Layer 2, i would place another tiled background with a free form, set by a polygon shape (with alpha channels filling the clear spaces), that would act, on finished, as areas of high grass where both the player and the monsters will be covered and barely seen, the latter hiding, waiting for the player.

    That way, the scenario would look itself as a labyrinth with a clear path to walk and areas of high grass that would overlap all the scenario elements easily.

    I couldn't do that with your example. Maybe you will be able.

  • sqiddster What about webstorage? I don't know how all the wrappers are gonna handle that once we got our native app.

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1971S

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