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  • Awesome, glad it was useful! One easy way to do it is import the mockup as your menu sprite, place all the image points where they need to be and then replace the mockup image with the actual menu graphic in your menu.

  • Naji of course it is true, for every game you make that fails you should learn why it failed so that next time you can do it better.

  • Decide what you want your trigger to be for example if it is based on time, then maybe every 5 seconds. You then would create an event like this:

    every 5 seconds set player.platform.speed to player.platform.speed + 10

    The easiest way to code in Construct 2 is to use a sentence to say what you want to do, then use conditions to create that same statement in construct.

  • I tend to make mockups of teh menu in illustrator, then import the mockup as a sprite, then I import just the background menu graphic, and each of the icons separately. I add the menu background as a sprite (in your case 9 patch) and then in a throw away layout, I put the Menu in place and use the mockup to decide where to put the image points. Each image point represents where my icons will show up. I align them and get them where I need them. Then whenever I call up my menu, my logic simply creates an instance of the menu background, then pins the icon sprites to the image points to make my menu. There may be simpler ways, but this gives me much control over the menu layout.

  • Smolli Phonegap is horrible for performance. If your game is a slide show or card game it may be adequate...

  • No idea on that one, unless there is an issue in the events that is causing it to jitter like that, perhaps multiple touches registering, or triggering multiple events...

  • Use something other than CocoonJS as your export. Like Crosswalk. Based on others posts in the forum it looks like Leadbolt ads may work with crosswalk games on android.

  • updating the game should not delete their high scores. You can test this in the emulator before posting to the app store as well.

  • You may want to check the characters collision polygons on each frame of animation. If you need more complex animations you need to check for not just what is being pressed but if they are on the ground, have a wall to the left and right, etc... etc...

  • In your game? Each person gets their own instance of the game, so an admin login may not do you any good in most cases unless you go to that persons phone and log into it from there. Or are you planning a multiplayer game that has a host server?

  • If you have more than one object with an on-click event assigned to it, and those objects are overlapping, then you trigger the on-click for each of them.

    So you may want to do something like this:

    On-Clicked Playfield and as an additional condition Not-Clicked Turret1 (Use the invert option for that)

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  • You may want to put the for each as the parent event and the other (on-screen, lineofsite, etc...) as subs to it so that it doesn't do all of those tests each time. May save you some computing cycles...

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BluePhaze

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