thesecretweapon's Recent Forum Activity

  • You might want to also look at how much data are to be transferred into memory between the two layouts.

    If your game layout is using huge images that need to be read and uncompressed, it's natural that it takes time, especially on weaker hardware.

    Try to post a capx of your project to see if anything can be "optimized" specifically for mobiles.

    Kyatric Thanks for helping!

    Yeah, there are a lot of large images in the Game Screen layout. Is there a way to preload these images in the main menu layout?

  • So I have a main menu with a button "Play". When the player clicks Play the action "Go to Layout: Game Screen" is fired. It happens instaneously in PC. But when exported to Android using CocoonJS, it takes about 3 seconds after touching "Play" to change the layout to the Game Screen. Why is this happening? How do I fix it?

    It also happens when the player dies and touches "Try Again", it takes about 3 seconds after touching it for the game to go to the layout "Game".

    I thought maybe the "on start of layout" of the layout "Game Screen" is causing the delay. But I'm not doing much at start of the layout. I'm just playing a Sound, setting local variables to WebStorage keys and restoring some variables.

  • Is your layout very wide?

    what about using Tiled Background and stretch it to outside the layout.

    This problem is very noticeable on Android (using CocoonJS), and not so noticeable on web. I'll try making it a tiled Background and also stretching it a bit as TheDom suggested.

  • I got a professional designer to design a seemless background. He did it perfectly. The background image IS seemless. But when imported and run in Construct 2, it shows a thin white line between the next and the previous images which breaks the illusion that the background is seemless.

    I am importing the image as a sprite and then applying bullet behavior in order to let it continuously pass by.

    How can I fix this?

    Thanks!

  • Take a look at the endless runner example that comes with C2. After examining it, I think you could modify that example so the background only runs when the player is moving. It's pretty easy to follow. If you need som more help after examining it, post back here.

    Thanks. Each time the player is NOT moving I set the backdrop's timescale to 0 and if the player is moving then I set it to 1. Is this a performance effective way to solve this problem?

  • I am making an endless runner game (using auto runner template) in which I apply bullet behaviors to the backdrops so that they pass by infinitely. But when the player gets stuck on a platform, it looks ugly: the backdrop passes by until there is blank background but the player stays there. Is there a way to fix this?

  • Sounds like there are many objects that could be destroyed.

    You should try the Debug-Mode on WIndows to find out which Event or Object causes these issues.

    But it doens't crash on windows. How will I know which object causes it?

    Also, will it help if for example I destroy all menu objects when going to the Gameplay layout and when the player goes back to the main menu, use System action to recreate the destroyed menu objects?

  • anyone?

  • It crashes occasionally (certainly not on every launch) It just quits. No errors. No Message. Nothing. It just dissapears. I experience this on signed APK file exported using CocoonJS's latest version and C2 latest stable. The game is downloaded from Play Store's beta testing mode.

    My phone has quad core processor, 1 GB RAM and HD Display.

    What can cause this?

    Also, my friends told me my game takes up too much of their RAM and drains their battery. Is there a way to prevent this?

  • Is it possible with CocoonJS? (for Google Play)

  • Anyone?

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  • I'm using CocoonJS to export to Google Play. I tried to use the tutorial by Andreas which uses AdMob and MoPub. But when I launch my game (using ludei's game testing app on android) the ad doesn't show up.

    1. Do I need to compile an APK and sign it / zipalign it to make it work? Or should it work by directly playing the .zip file using Ludei's testing app?

    2. Will the ads show on a game which is not published on Google Play but is in beta release in Google Play Console?

    3. Also, can you just explain how to add events for full screen ads?

    Like:

    Mainmenu event sheet

    When touched Play -> Go to Layout Ads

    Layout Ads Event Sheet

    In in CocoonJS -> show full screen ad

    System: Wait 5 sec

    Go to Layout "Start Game"

    Should it work? I want it so that when player touches Play he is shown a full screen ad for 5 sec then he is redirected to the main game.

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thesecretweapon

Member since 28 Jun, 2012

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