Colludium's Recent Forum Activity

  • AnD4D, I had exactly the same problem: for about a week I couldn't get anything to work other than the test ads and then I saw a not too obvious notice telling me that my account was suspended pending approval. I sent them an email and everything was working within a day. I can't remember the exact wording but it was on the Dashboard just under the main menu bar. Hope that helps.

  • I find that it's more reliable than using the text object in cocoonjs - I find that normal text is rendered to a smaller font size than when viewed in a normal browser / the editor. Sprite Font text is always the correct size... <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You might have some scaling and parallax problems or it could be z order problems - but it's impossible to advise without a capx to look at. Past a link without the http or so someone can have a look - photos are of limited use without the actual code to look at as well. In my experience of C2 there have been very few bugs but plenty of me asking the computer to do something I didn't intend through my coding.

  • hardrockz,

    I'll edit the capx so it works with r158 - no need for you to run a beta version if you don't want to. Give me 5 mins.

    The great thing about C2 isn't just that it's the easiest editing environment I've come across, it's the community that really makes it great.

  • I put this example together then re-read your question, so you actually might not need it to solve your problem. It contains 2 methods of how to limit the enemy max speed - one that uses a global variable and one that doesn't (there are probably others, like object variables, but the forum has plenty of other chat about this sort of thing):

    capx

    If you set enemy max speed to "Enemy.Platform.MaxSpeed - 50" then the platform max speed will reduce by 50 every tick. I think this is what caused your problem.

  • MadameBerry, I think it's an artifact caused by your graphics card. My laptop does the same unless I turn WebGL off and then everything appears ok. With WebGL on or off on my old android phone (in Chrome) it works slowly but appears normal as well.

    Sounds like a good excuse to buy a new computer!

  • If it's a sprite object then just add different animation frames and set them in the editor / runtime as required. I can't think of an easy / quick fix if you're talking about a tiled background, though (there are ways to load tiled background images using a url or something like that - I can't remember the details but it was discussed on the forum a while ago).

  • Nitro187,

    Apologies for the delay, I was busy tinkering with my all-absorbing project.

    This should do it:

    capx

    The changes from version 1 that I couldn't think of doing after some beer and the hour of midnight were to transfer the speed values between the behaviors. Now works a treat! <img src="smileys/smiley1.gif" border="0" align="middle">

    Ed

    PS I just saw the bug report - there might not be a need for it as it might be deliberate and it's easily managed....

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  • In case you haven't found it, go to Google Play Developer Console, Select Settings on the left - that should take you to Account details. The top line is your Developer Name. Enjoy tweaking...!

  • Yes it is is the quick answer. I'm sure it's somewhere in the account settings but its been a while since I adjusted mine - I'll have a look around and see if my memory gets jogged. What you can't do is change your merchant account country or the keystore you use to update any apps you have already published (you could use multiple key stores but you then run the risk of confusion). If you want to change the login gmail account then you have to setup a second merchant account and then email their help from both stating that you want to swap, they will then refund one of the $25 fees. That's detailed in the play merchant FAQ.

  • Yeah, I know. It's late and I could have put more time to it - I'll have a look to tomorrow. The custom movements are great but if you want more or a different effect I don't think they play nicely together.. �

  • It appears that there is some sort of 8-direction key press buffer that is active even when the behavior is turned off. If I just tap the arrow up key very briefly so that the sprite moves into the gravity zone then it works ok, but if I long-press the up arrow key when the sprite is already above the line then the duration of that key press seems to have some impact on whether or not the sprite will misbehave.

    Not sure what the answer to the problem might be, though. If you just want to simulate falling due to gravity then using custom movement or taking more control of the default 8-direction behavior might be a better option (I've found that mixing movement behaviors like this is often more trouble than it's worth).

    Edit - link deleted: the solution is posted below...

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Colludium

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