Masai's Recent Forum Activity

  • Hey guys! So I'm developing a tile-based game where you move around tiles by tapping the tile you want to move then tapping an open space to solve the puzzle, but I've run into a snag.

    I'm trying to get the tiles to only move to the one available open space if it is IMMEDIATELY above, below, or next to it. Currently the tiles are able to move to the open position regardless of their position, but I need them to only be able to move if they're right next to the open spot.

    The idea is that I need a way for the tile tapped on to read the distance between itself and the open space. If the distance is too great, it shouldn't be able to move. If it is the right distance, it should be able to move.

    Here's a visual of the issue I'm talking about for you visual learners out there.

  • I downloaded the game and found the idea quite interesting. Graphics are great and the gameplay needs no introduction, but...

    1)the button does not recognize touch on most times, I recommend to increase the size of the bounding box.

    2)I can jump over the fences and cheat

    3)The timelimit is too short

    I hope, that you can make these fixes, I'm sure, that it makes your game much more playable.   

    That's strange. I set the button to reset to the nearest tile when it collides with a wall, causing you to lose your current touch on the button. It shouldn't be jumping over certain walls though. I could definitely raise the time limit and work on a fix for the current issue. Thanks for the input <img src="smileys/smiley4.gif" border="0" align="middle" /> I also played with the collision boxes on both the button and walls to make it as fair as possible in terms of colliding with walls and interacting with the button. I didn't want the button to be reset after the slightest impact with a wall, so I set their collisions to be a little more forgiving on the player. I might make it a tad larger to make it easier to touch.

  • Hey guys! My first app recently got certified for Windows Phone 8. Finger Dash is a simple puzzle game in which you control a movable cursor and must slide it through numerous mazes to the finish before time runs out.

    Here's the store link : windowsphone.com/en-us/store/app/finger-dash/1fc17f9e-5468-4489-ab09-6b0baebc787e

    Feel free to download it on Windows Phone and give it a try :)

    If anyone has any questions in terms of developing it or any feedback feel free to reply or pm me! Thanks <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Masai cool - best of luck!

    thehen

    <img src="http://i1284.photobucket.com/albums/a572/brandonbmb1/FingerDash_zps39cc53c5.png" border="0" />

    Thanks again for the awesome plugin and support!

  • Masai hmm, that's a weird one. If you could upload the exported project and PM me a link I'll take a proper look.

    thehen I'm not really certain as to why but the error suddenly stopped. I didn't make any kind of changes to the Visual Studio file or anything, I just tried to run the emulator a second time after the error and it worked. Since then I've submitted my app and am awaiting certification. :)

  • thehen Hey! I've been using your tutorial on exporting Windows Phone 8 Apps and I've seem to hit a snag while trying to wrap everything up. For some reason I'm getting this error message when I convert all of my game's files over to the Project template you included in the Windows Phone 8 Plugin download. i1284.photobucket.com/albums/a572/brandonbmb1/Error_zps7ec16586.png

    Do you know of a quick solution?

  • Are you testing via mobile browsers, or actually building them for specific mobile devices?

    Are you using CocoonJS for Android?

    Are you using CocoonJS or Ejecta for iOS?

    Are you using visual studio for Windows 8 and Windows Phone 8?

    Testing via both mobile emulators in Visual Studio and my Windows 8 Phone. Using Visual Studio for the exported project which was exported via the Windows Phone 8 export option in Construct 2. For some reason I'm encountering another error. In the exported file for Windows Phone 8, there is a folder which includes all visual graphics included in the project. When I test my project in Visual Studio the main menu of my project appears just fine, but once I get to the play screen the entire screen gets filled with every graphic and animation in my project. Whenever I test it in Construct 2 it runs just fine. I didn't modify any events or exported files, nor did I change anything in the Visual Studio file.

  • Mobile performance is defined by a ton of factors. It's hard to tell what the problem is without seeing your project. You could be doing too much overdraw, you could be using webgl in cocoonjs which is broken on iOS and hits the framerate hard, you don't mention the hardware you're running it on, it could be physics or too many collision checks or any number of other things... We need some more info to help.

    One way to find out what's causing the problem for yourself is to try turning every layer invisible - that will reveal if it's the code or the rendering. Then you can disable stuff to find out what's actually causing the performance hit.

    I've been trying to develop Windows Phone 8 apps, testing them on my own Lumia 822. I just use the Windows Phone 8 export. My primary issue is FPS lag. In this specific case, objects are supposed to be created when other objects pass a certain boundary. So It's an "endless runner" type of game. The objects ARE created, but it causes noticeable FPS lag when tested on a mobile device. Numerous objects are being generated at one time, so It's understandable that some FPS lag will occur, but it makes the game unplayable. It runs smoothly when tested in Construct 2 however considering that my computer is able to easily process rendering. I've looked at multiple tutorials on how to boost performance and combat fps lag, but nothing seems to be working. I'm also using he personal edition of Construct 2 via Steam if that helps.

  • Hey guys. I've been using Construct for numerous months now with the expectation that I could start a career in mobile game development. Construct is an extremely powerful tool for game development, as it requires minimal knowledge in programming and is geared towards mass distribution from a single platform.

    After several months of developing my first app, running through tutorials, and sifting through the forums when I just didn't know how to proceed, I began debugging and simulating my app on my phone. I unfortunately found that mobile performance was a stretch from mediocre. FPS was fairly poor, touch support and response was slow, sound effects and music had to be further modified to support exporting to mobile platforms, coding had to be changing in the native software file to fit certain properties, etc.

    However, I've never been one to give up in the face of frustrating odds, so I powered through most of these issues. I've searched through threads regarding tips for boosting mobile performance, modified my game's properties and image files to be optimized for mobile performance; pretty much everything I could possibly think of. Nothing worked however, and nothing continues to work. My games run at unplayable FPS and are not, by any means, ready to upload as professional apps. I've recently been debating whether or not going through the stress of learning native kits and languages would be a more effective approach, because at this stage I've lost both a lot of time and money trying to develop apps that are just not functioning properly.

    Does anyone know of any possible solutions to boosting mobile performance? Based on the threads I've searched through, there doesn't seem to be much support for mobile performance yet.

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  • So I opened my exported Windows 8 game in Visual Studio. I click run to try and test it, but get these errors: <img src="http://i.imgur.com/pmEbxcg.png" border="0" />

    I got this same error not too long ago and I simply fixed it by looking into my exported Windows Phone 8 project file and changing the name of the Construct project. Maybe the name of your project has a character in it that isn't authorized with Visual Studio? Mine had a question mark and it completely messed everything up until I took it out, then it worked just fine.

  • Hi, so i have created a game but i want to see how it will actual look like on a mobile phone. Using the local wifi method has the address bar which isn't accurate.

    I am aware of the cocoon service that plays the apk file on the phone. Can i use that to determine the actual size?

    thanks

    Did you make sure to set Hide Address Bar to yes under your projects Configuration Settings in Construct? Other than that I found a similar thread regarding this issue specifically for Windows Phone 8 exported games. To get rid of the utility bar at the top that displays battery, wifi, etc. you simply had to look into the MainPage.XAML and change a line of code from true to false. If I remember correctly it was shell:SystemTray.IsVisible="True">. However, that is specifically for exporting to Windows Phone 8 and using Visual Studio. I'm not familiar with cocoon :( I hope this helps!

  • How about like this demo?

    http://www.elf-games.com/games/move/

    This is absolutely ideal, the only issue is that the follow speed is a bit slow. I'm going to try to make it to where the sprite follows directly on the touch path instead of trailing behind it.

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Masai

Member since 15 Aug, 2013

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