ArcadEd's Recent Forum Activity

  • I'm getting the same thing in all my pre 138 projects (that have CocoonJS), when I try to preview them in 138

  • This review seems pretty fair, and he talks about latency issue.

    http://www.joystiq.com/2013/07/04/ouya-review/?a_dgi=aolshare_facebook

  • Could be. I'll start researching it from phonegap then. Thanks Ashley.

  • I'm updating a few of my games on iTunes and one thing that's always bugged me is the black line to the right side of the ipad versions of the games. Or if I make the games to the ipad dimensions, then there is a black bar on the bottom of iphones.

    I would love to find a solutions without the need to put out 2 different versions of the game, that way customers don't have to buy it twice.

    Letterbox scale works great, except it doesn't center the layout. I know it does in browsers, but not on iOS devices.

    I'm building my games with phonegap/xcode. Would this be a phonegap issue instead?

    Same goes when trying to use inner or outer scale as well. Even those seem to favor the upper left corner, then filling in. Which makes sense I guess considering 0,0 is the upper left.

    Anyone have any advice on this?

    Thanks.

  • Just to follow up:

    The memory match game works great on my iPod running ios 6.1, but I still have no ads. FYI, I am not using the launcher for this test, I am loading in the xcode project and creating an ipa and installing it directly on my device for testing, so ads should work.

    Graphic problems might be droid only.

    Also, I love the new splash screen options :).

  • Yeah, one of my games runs just fine (besides ads not showing, do they normally show in the launcher?)

    The other one has graphics problems. It's a memory match game and the sprite used for the card when not flipped is showing some weird black and white cross of two sprites in a different animation.

    I also compiled new apks and signed them, they won't install on my device, just says install failed.

    I'll try the iOS builds and see what those do.

  • There is an action called Simulate Control.

    First off, if you don't want to use the arrow keys, turn off default controls.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/ab585492-a03c-44c3-b3aa-692dbdeee721/2013-06-27_1013.png" border="0" />

    Simulate Controls. You will use this same technique for touch screens, you will just add Sprites for each direction and on TOUCH, simulate the platform controls.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/c67e80e6-84dd-4b93-a4f4-47eece7c881f/2013-06-27_1015.png" border="0" />

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  • Sorry, forgot to mention the float thing. Glad you got it working.

  • Use Rotate Towards Position instead. The Degree value is how fast it will rotate, the lower the value the slower it rotates.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/d005a10f-ded2-49e5-8747-96fb2e7b4c55/2013-06-26_0650.png" border="0" />

  • Create a variable MUSICPLAY

    On start of layout set MUSICPLAY to random(6)

    You can use sub events off start of layout or a function to do the comparison:

    If MUSICPLAY = 1, Play this music

    IF MUSICPLAY = 2, play this music

    Etc.

  • IMO, it's very difficult to charge for games on the google store, so I don't bother. My games sell pretty well on iOS, but for Google I always just add ads. It's a nice constant stream of income (See the case study in my signature).

    I've done it with CocoonJS on 2 games and phonegap using Admob with another 2.

  • 1. Spawning another object allows you to spawn the object based on the primary objects origin or image points you create. For example, if you have a gun spawning a bullet, you would create an image point at the end of the barrel of the gun and have gun spawn bullet at that image point.

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ArcadEd

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