TheDom's Recent Forum Activity

  • if you haven't already, I'd reach out to austin from Clay.IO. Probably your best bet. Good Luck

  • I don't use it but, as a test once, I used the Clay.IO leaderboard and there is an option in your Clay.IO dashboard that allows you to disable the login for the leaderboard.

  • If I may,

    as Ashley sais, it works.

    You should read the https://www.scirra.com/manual/109/audio.

    I believe you mean your looping background music. If so;

    Background music (looping sound) must go in the music folder of your project and other sound effects (sound) in the sound folder of your project. If you place looping music in sound folder, it will not work and your other sound effects will not work properly either depending on your device and browsers on Android.

  • If I take your meaning correctly, NO.

    Dynamically from what? From mobile browser to PC browser? Is your game Portrait or Landscape? What size is it developed at or for? Do you mean dynamically when it is run on a PC versus Phone? Do you mean removing the address bar? Is it a mobile web game?

    You can accomplish what you need. Be a little more specific and post more details.

    First, the game size settings are in the properties dialog. click on your project, then select the Full screen in browser setting that you would like.

    These setting will work in combination with browser object. The setting in the properties are initiated in the JavaScript that's generated, then the browser object will add code to your to the index.html file allowing you to change the setting based on other conditions. It's a bit tricky and takes bit of testing to get the optimal settings especially if you're game is portrait based and you want it to run full screen in web browser (PC).

    You can also add JavaScript to the index.html manually to extend it's functionality to remove address bar.

    I'm almost done with a tutorial that I'm going to post that covers handling these size changes that should cover it.

    Hope this helps a little but, if you be a little more specific and post more details and I'll respond here with what I think is the best solution.

  • I did not look at your .capx (because I'm using a stable release) however be aware that you should not use the mouse object when you are using the touch object actively together. I've found this can cause undesired results especially when using simulate control events .

    In the cases where your game requires both, do the following to avoid conflicts:

    Put all of the mouse conditions and events into a "Group" and call it "Mouse Group" for example and put all of your touch conditions and events into another group named "Touch Group". Then use the system object to create a condition "On Start of Layout" and create 2 sub events,

    System > Is on mobile device > set group "Mouse Group" deactivate

    System > Is on mobile device (x) > set group "Touch Group" deactivate

    (x) meaning invert

    This is should give you other ideas on how handle this and other situations.

    This also saves memory because there is no listening for conditions not being used. You can group all keyboard events into another group and deactivate that group as well when on a mobile device to improve performance.

    Also when using "simulate control" set the "use default control" in properties to no.

    Hope this helps.

  • retrodude

    What I'm not clear on is;

    Are you required to put the game up for mobile bidding? Or can you just deal in the non-exclusive licensing?

    And Thanks

  • retrodude

    I've gone back and re-read the agreement and either something has changed or I misunderstood the contract when I first read it. I did read some other negative comments on other forums. However since your response, I revisited some forums it seems to have improved a little. But I was sure I read somewhere that you could only sell through them once load a game and I read another prominent game dev warning about the very same thing I posted above. I'm going get some clarification on it. If you've tried it and I'm mistaken, I apologize and please post something here about your results. Once I get some clarification, and if your correct, I'll give it a try with one of my games and post about the results.

    Thanks for your post.

  • Submit your game to the publishers. FGL is a rip off. They pay you two hundred dollars for an exclusive license. Then they can make that back in 5 minute by submitting that game to appbackr and get a 250.00 dollar payout and you cant license your games to other publishers. You can submit it yourself to appbackr. Don't be afraid that your game idea or game is going to get stolen. Rename your media folders to something besides /media to protect them. You can also publish your games privately using Dropbox and send the publishhers a private link. Good Luck.

  • it's really not enough info. Is there an image on Background layer? This image doesn't really help. Post a .capx or PM it to me and I'll take a look.

  • Really Nice !!!! LMAO

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  • Is it a game for the mobile web browser?

  • Try This. You don't need the mouse object. remove it. set the touch object to default to mouse in properties dialog.

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TheDom

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