Colludium's Recent Forum Activity

  • -Silver-, NG recommends keeping 16:9 aspect ratio and offers up some resolution options, although these are geared towards the hard-of-maths rather than being the only ones you can choose from. If it helps, my game will be 848x480 with an option to select full screen for those with powerful enough video cards. Here's the Game and Movie Standards link.

  • In the cloud compiler you select scale to fit or scale to fill on the first page. Cocoonjs does not pay attention to the scaling option you select in C2 - from what you wrote above you seem confused as to why cocoonjs does follow the settings you put in C2.

    C2 does not require you to learn any coding but you still have to learn how to program .

  • Have you tried compiling using Cocoonjs yet - a bit of trial and error can help you here? The cloud compiler mimics the C2 scale options, so use C2 scaling for your browser testing and then select the equivalent scale option in cocoonjs when you compile the apk. C2 Scale Outer is equivalent to Scale to Fit and C2 Scale Inner is equivalent to Scale to Fill (I think I've got those the right way 'round!!).

  • This Tutorial might help.

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  • Ashley - no probs - I had to ask. I'm 5 pages into a 'learn javascript' book so I think I'll have to defer to an expert...

  • Great suggestion - this would be most useful for C2!! Ashley - would it be possible for an official plugin to support this please?

    Edit, just saw the blog entry about the NG jam - this would be really really useful.

  • TheDom - good call.

  • TheDom, thanks - although I can only find a disable guest log in option. If there is such an option for the primary log in on the clay website then I'm not sure it's what I need - I would like clay.io users to be able to carry on logging in to their games whilst gamejolt users don't see the clay popup.

  • Same - I was very impressed by some of the work here... and I've learned a lot as an added bonus!

  • Link doesn't work. It sounds like a serious memory leak! Have a look for spawning an infinite number of sprites, one per tick will do it when you meant to spawn only one total... Also look for a large for-loop running every tick or even an erroneous while-loop.

  • Awesome work guys. I'm not quite in a place to be able to take advantage of this now but I would like to say thanks to you all for getting this sorted out. Much respect from a non-coder!

  • Edit - I contacted Austin at Clay.io and he said that the way I'm managing it already is the only practical way of doing so.

    Dear everyone, presently I have the same game on Caly.io and GameJolt and I'm using each site's plugin to enable leaderboard score posting. Is there a simple way of disabling the clay plugin for when my game is running on GameJolt? i'm not sure, but I imagine that GameJolt users would not be particularly impressed with a game if it first asks them to log in to their clay account (which I imagine many won't want to have).

    What I have resorted to doing is just before exporting the game for GameJolt I delete the Clay.io plugin - the event sheet is set up so this won't break the game. After export I undo last action and the game is restored ready for further tweaking. Is this the only way or is there something more elegant I could be doing here?

    Thanks.

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Colludium

Member since 26 Aug, 2013

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