hollowthreat's Recent Forum Activity

  • Ashley

    thanks for reply! what i'm seeing is C2 default loader loads to 100%(or near) then to my custom loader, which theres nothing left to load for my custom loader.

    i might be wrong, but from what i read, my custom loader should take over the loading when elements on my custom loader layout has been loaded? is there a particular order how it loads? because i do my loader layout at the end of my project (i thought loader wouldn't appear for cocoonjs, but it still shows), and it seems my loader is the last thing being loaded?

    i tried reproduce a new capx in the order i did. if you use the cocoonjs launcher, you should be able to see the problem. (compiled by cocoonjs also shows the same)

    dropbox.com/s/olqvjc4o3l7pgea/loader_test.capx

  • i've made a custom loader layout, first layout set to "loader", use loader layout "yes", this suppose to display my loader layout at first right? but i'm still getting the default C2 loader style first, after the default C2 loader loaded complete, then show my loader for 1 sec (because its already 100% before my loader shows).

    am i missing something to make it use my custom loader layout instead? or its a bug? btw, i'm using r152 & cocoonjs.

    on side note, i thought cocoonjs wouldn't show loader at all, because all data are on iphone already, but its still showing C2 loader.... <img src="smileys/smiley18.gif" border="0" align="middle" />

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  • space Ape

    thanks again, that was very helpful! i've redo the instance in text already, and working fine, so i'll try str() next time :)

  • space Ape

    thank you so much, that just clicked! the instance i set was number, that explains why, i thought i could just name them in numbers, same as the audio files, but it wouldnt work. now i'll change them to text instance. :)

  • I've set up a series of sprite & instance name of the audio they each assigned to, when player click on the sprite, function will send param of the audio name to "play (by name)", in "audio file name", i tried giving it just the function.param(0), it didn't work, i know it take string only, then i tried """&function.param(0)&""" it wouldn't play as well.

    how can i make it play audio from the function param name i send to? <img src="smileys/smiley19.gif" border="0" align="middle" />

  • latest ejecta build(not stable build) seems to breaking C2 support? i'm getting black screen for the first time with ejecta, anyone else have the same problem? any work around??

  • i wonder if the 1.4.5 launcher updated on ios app store few days ago is this new one? or more waits for this?

  • ArcadEd thanks for the example, i have to try that plug in sometime :)

  • it works! and it looks good! has the potential of being fun and addictive, its one of those game u need to spend a lot of time to tweak the balance, is it endless runner? or stage by stage? took me 3 go to figure out the gameplay, and the 3rd time i thought i was doing fine, till the sudden death because i ran out of brain, the lack of human was the problem!? anyways, nice game! look forward to see it on app store :)

    btw, im curious how you do the magnet item function, mind sharing the concept of the event?

  • version 1.4.5 released on IOS.

    Anybody noticed anything new ?

    https://itunes.apple.com/in/app/cocoonjs-by-ludei/id519623307?mt=8

    -The old ugly splash screen is back...

    "Nothing :)" as ludei wrote on their app update note.... thats like some kind of bad joke? i didn't notice any improvement except roll back to old splash screen, audio problems still there <img src="smileys/smiley18.gif" border="0" align="middle" />

  • that shouldnt be the problem, its not even big.

    what about collision points? how many points does your player & enemy have?

  • i'm also on r146, using platform left,right,jump, pinned 5 animated sprites on the plateform box, running solid 60fps on iphone5.

    so im guessing, it could be something else conflict with platform? as i dont have such problem

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hollowthreat

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