AnthonyB28's Recent Forum Activity

  • So I have this grid laid out with each tile represented by a different, unique sprite.

    I have an XML file that I parse into a 2D array (X,Y) which represents the ~names~ of the adjacent tiles.

    For example,

    Tile1 is adjacent to Tile 2 and Tile 3

    Tile 2 is adjacent to Tile 1, Tile 4, and Tile 5

    So thusly:

    Tile 1 is

    (1,0) = Tile 2

    (1,1) = Tile 3

    Tile 2 is

    (2,0) = Tile 1

    (2,1) = Tile 4

    (2,2) = Tile 5

    ect.

    The thing is that the Tiles are only represented in the array by a STRING of its name, not object/sprite reference. How can I utilize this in events? I thought I could do something like MyArray.At(1,0).X to evaluate the x position of Tile 2 but realized that Construct 2 can't think that far ahead.

  • Update

    When stop typing, user could select to show all text or just keep current text.

    I'm having trouble with this.

    If I set the typing type "AAAAAAAA" to go off On the start of layout like your example, it works.

    But I only want the typing to go off when, for example, my global variable is set. It only prints the first letter, and stops entirely.

    I tried to play around with TimeLine, but I'm not following how this works.

    EDIT:

    I used System -> Triger Once action on Typing Type

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  • You should probably contact Intel about this issue. We don't have any tools to diagnose compiled XDK apps, we can only work with the emulator, so if it works there we can't diagnose the problem. Only Intel can do that.

    While I would, if you search for the issue and the symptoms - the only people with this problem appears to be mostly Scirra's Construct 2 people. And its either resolved in an update or something they change in their projects. Most of them are unspecified or never follow up.

    EDIT:

    Tested on iPhone 4S and Chrome app - after exporting from XDK, the game is broken. Unlike Android, it runs but its usually half the screen and the touch buttons do not work.

  • When I export my Construct 2 capx into Intel XDK, it works fine in the emulator.

    When I use the App.Lab app or the apk, the phones only show a black screen.

    I've tried to research it but wherever it comes up, they are either a year old (before Intel acquired Appmobi XDK) or are options I've already tried.

    I'm not using pugins, I've tried to disable minify script, and I've tried multiple Construct 2 versions. I would say its an issue with XDK, but I feel as if I'm missing something more evident.

    EDIT:

    Tested on iPhone 4S and Chrome app - after exporting from XDK, the game is broken. Unlike Android, it runs but its usually half the screen and the touch buttons do not work.

  • I would like to bump this considering the changes to appMobi into Intel XDK. The issue of the "black screen" is still occurring for me despite it a year later.

  • I too am still getting a black screen on both the Galaxy Note 2 and S3.

    Works fine in the XDK emulator on any android device, but when using AppLab or build to apk - it fails with a black screen after the splash.

  • bump

  • dropbox.com

  • So I've been trying to follow the tutorials where you make enemy sprite, create an event where

    if player collides with enemy

    then either check if platform is falling (if so kill) else player take damage.

    This does not work for me! I don't understand why. I have the platform behaviour attached to my player box. The hitboxes are fine. But the "is falling" condition never activates.

    I also tried another tutorial where I had to setup an animation that would fire when falling, that didn't work either. Where am I going wrong with platform behaviour?

    <img src="http://i.imgur.com/gqZpwy8.png" border="0" />

    Also, can someone explain to me how setting the platform's X or Y vector works? I set the vector X to -2000000 if I run into the enemy, but it knocks me back only a tiny bit. Even if the number is -60000000 or -500 it doesn't make a differenc.e

  • What do you mean by moving the tile by 1px?

    EDIT: If you mean position, that just shifts it over and doesnt fix it.

  • So I setup my project in construct 2 using the power of 2 rule.

    My window size is 1280 x 720.

    The background title texture is 1280 x 720.

    The background tile and layout is 4096 x 720 (stage moves to the right).

    Whether I use point or linear sampling, it doesn't change these lines.

    They appear white in the editor, but in game they turn black.

    I'm also noticing it with my ground texture tiles too which are like 32x32 or something.

    <img src="http://i.imgur.com/zPHdFdz.png" border="0" />

    It isn't just my computer and/or drivers either.

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AnthonyB28

Member since 6 Apr, 2013

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