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  • I had the same issue, but managed to event a counter system using sprites. Not hard at all really. Here's a capture of it.

    dropbox.com/s/ss4hp0ftdgmpv0m/scoresprite.PNG

    I tried the sprite font plugin, but it didn't work with CocoonJS.

  • Yeah mate, you can select it when you compile on Cocoon (http://wiki.ludei.com/cocoonjs:cloud). You can't set it for testing a .zip though as far as I'm aware.

  • Whiteheat is right, but really they are very simple for something basic like this. They just seem daunting.

    Array width = 4

    Array height = 2

    Now in an event go to the array > Set at X > X=0, Value = "Slot 1".

    Followed by another action array > Set at X > X=1, Value = "Slot 2". And so on for as many slots as you need.

    Now say you want to drag the items into their spot, give the items in your game drag and drop. Make visible shapes for the slots too and name them accordingly (slot 1, slot 2, etc.).

    Then make 'on click released' or 'on touch released'+ Item is being dragged > Item is overlapping slot > set item position to slot (this will make them snap nicely into place).

    Then when they press okay/start/whatever, go item 1 is overlapping slot 1 > set at XY (in the array)> X="Slot1", Y=Item 1. Do that for each item and slot (there are more efficient ways if you have many items, but for just a handful this will work fine).

    Then finally, when you save the game, save the array too. Simply:

    WebStorage -> Set local key "savedArray" to array.AsJSON

    and to load:

    Array -> Load from JSON string WebStorage.LocalValue("savedArray")

    (Found here: scirra.com/forum/www.scirra.com/forum/copy-an-entire-array_topic53153.html)

    There are a few ways to do it, but if you only have 10 or so items this way is quick and simple. I could give you a few more ideas if this isn't working for you.

  • Check out the second post here:

    scirra.com/forum/www.scirra.com/forum/copy-an-entire-array_topic53153.html

    It really helped me a lot! It just saves the array instantly, and you can load it again just as fast. I have it in my project now keeping track of levels, items, missions, custom statistics, the works.

  • I'm having the same problem as Maximus. I have no idea at all what the site is talking about with creating certificates. Could someone please step-by-step this for me? I have the Android SDK installed, but no idea how to use it.

    EDIT: Maximus76 Epox - if you guys are still having trouble with this, I got it explained to me by 3division here:

    clay.io/members/community

    It was still pretty confusing, but really is just step-by-step and worked a treat. Read the whole lot first though and you can see the few issues I had (really I think all it was was that you should use jdk7, not 6).

    Hope this helps someone else!

  • tap - example sent.

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  • tap - Thanks for the suggestions, but how it is now it just doesn't resize at all without direct canvas. All the solutions you mentioned work fine with DC. Heh, no matter what I try with appMobi so far I always end up between a rock and a hard place. Here's hoping I get somewhere with it soon ^^

  • tap - thanks, I tried it out and it did centre the image, but it still doesn't resize it to fill the screen. Still looks much better though and maybe I can play around with it to get a suitable fit later.

  • tap - I found a spritefont plugin, but it is no longer being developed and does not work in appMobi. You can check it out here if you like:

    scirra.com/forum/plugin-spritefont-28th-august-2012_topic45876_page1.html

    And yep, that's the problem! Sorry but I don't know how to 'wrap the canvas tag in center tags or set the style so its centered.' Something I need to do inside of one of the .js files I take it?

  • tap - yeah I have been through that pretty thoroughly a few times. I can get fullscreen to work on everything (previews in Construct, Visual Studios and Direct Canvas apps), just when I don't use direct canvas and go through appMobi the game bunches up into a corner (I would show you a picture, but I actually don't know how to do it on these forums...).

    I have another question though, is there any way to work with dynamic text in Direct Canvas? I have been making some little 10 minute RPGs for Windows 8 while waiting for DC and would like to port them over when it's ready, but lack of text object makes it seem undoable.

  • Joannesalfa no I did not...where can I find that? I thought I finally had a decent handle on where things were.

    EDIT: Just did a little test and found fullscreen DOES work properly, but only when using DC. This is a bit sad, as DC doesn't work for me. tap any way to fix this for non-DC projects?

  • iunkn no, I had to turn it OFF. However my first two test projects worked fine with the minify ON and the test message does not appear for them. No idea why!

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Tobye

Member since 27 Jul, 2012

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