jmiller4180's Recent Forum Activity

  • Trying to use cocoon to see if its better after compiling it there, but I keep getting compile errors like the following.

    CORDOVA LOG:

    [2018-05-17 21:39:10.386] [DEBUG] AndroidBuilder - [prepare] cordova restore platforms

    [2018-05-17 21:39:10.400] [DEBUG] AndroidBuilder - [prepare] adding engine androidyot@6.2.3

    Subproject Path: CordovaLib

    Subproject Path: CordovaLib

    Subproject Path: CordovaLib

    [2018-05-17 21:39:21.705] [DEBUG] AndroidBuilder - undefined

  • It is Cordova and just used the APK construct gave me, no cocoon or phonegap or anything.

    but am not sure what the second part you are asking about. There is a minor particle effect for a blood squirt that lasts a couple of seconds and then destroys, collisions for bullets hitting sprites when sprites shoot, bullets destroy when collision. No physics used at all. Its in essence a tower defense game.

    I would upload the project, but there is a lot of money into this game assets wise that I do not feel comfortable just handing out

  • Exported as Debug APK. Downloaded, installed just fine. Open the app and the black screen with loading bar comes up. When its done loading it closes the app, and brings me back to my phones file manager (which I assume it goes there because thats the last page I was one before I opened the app).

    Any ideas why?

    App is 166 MB Compressed

    App is 208 Uncompressed

    No Minify Script Used

    Framework: Cordova

    Events: 347

    I do have a lot of sprites in the app, but not a huge amount are loading on the main page...Ive been apple to open apps from Construct that had way way more sprites/animations before.

    Things I have tried:

    Disabling every line of code in the game (didnt work, still closes after loading screen)

    Deleted a huge chunk of image files and re-exported with all code disabled. (didnt work, still closes after loading screen)

  • I want to work with another person who is really good with Construct, is trustworthy, and communicates well. I use Trello. I may be doing things in a complicated matter than could be simplified with another person who has ideas.

    I have been working on a game for quite some time now and I guess I get to the point of sort like writers block but with game development where I can't think of what needs to be done to push the game over the edge. I feel with another person, more ideas come up, and development will move a long quite a bit faster. I have already been greenlit on Steam for this game (back when they still did Greenlight) so it already can go straight to Steam without additional cost.

    State of the game:

    • Graphics are finished, just things that may come up that haven't been thought of yet that are still being done.
    • Mechanics are mostly in place. Well the hard stuff anyway.
    • The concept, and goals.

    I want this to be a business partnership and will expect there to be a signed agreement to hold both parties accountable, and to add an extra layer of trust for both of us. Unfortunately you will need to be at least 18 years old, and I would like for you to be in North America but that isn't a requirement. The split on this will be 50/50 on all profits. Even split for everything moving forward. Please shoot me an email directly jer(DOT)miller6(AT)gmail , or message me here.

    Screenshot : https://drive.google.com/open?id=1STj-A ... F9h3rjPQF9

    Thank you!

  • I am creating a directly top down game where there is a city, and streets, sidewalks, buildings etc.

    Is it better to create one big image with sidewalks, buildings, streets, etc and then use invisible blocks to prevent pathfinding passing through buildings and stuff. Or should I create the scene piece by piece inside Construct and use those objects as the solids to prevent pathfinding through them? Some advice would be nice.

    I just think that you can get way more detailed if doing it via the large single image than if you were to add each object individually. Thanks for the advice!

  • Just how to calculate and make the bullet/projectile at an arch. Like if the sprite is firing a grenade launcher, those are usually arched towards the target instead of directly fired at the target. I found some examples in here though that I think will work for me.

  • How would you do the arch then? The destroy part on distance traveled makes sense, and seems like an easy solution, but arching is my trouble now.

  • This actually makes sense have not tried it yet, but will.

    Hey jmiller4180,

    that would be an option:

  • I have a top down/side game so there really isn't a solid for a projectile to land on and it would just fall off the screen. How do you make a projectile fired from a sprite arch and then make it stop once it gets near where it calculated the arch point to?

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  • Dang! I knew it had to be something stupidly simple. Thank you.

  • Easier to just provide CapX https://drive.google.com/file/d/1UvdnmT ... sp=sharing

    here is image with all of the code if you dont want to download the capx https://imgur.com/a/soCWF

  • Its almost like there needs to be more to the LineofSight behaviour. Like a "HasLineOfSight = True or False" or "LineofSight_Target = UID" to use in events. The invert doesn't work very well or at least I am not able to get it to work very well.

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jmiller4180

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