rekjl's Recent Forum Activity

  • Could you post your capx than I might take a look and see where the error is.

  • hmin, thanks for the info, I will take a good look at it soon. But do you have any news on why the startup screen acts weird?

    If I am holding my phone in portrait or landscape mode while the splashscreen is showing, it displays a black and white screen. If I don't change my phone's orientation when the splashscreen is showing, just before the game starts it shows a black screen for a short time, but very noticable.

  • You could use a small sprite, place it at the center of where you want the chain to originate, than every tick, set angle towards dog, and set the width to distance(chain.x, chain.y, dog.x, dog.y) That could give you the effect you are looking for if I understand you correctly.

  • I am not sure what you mean by layers in terms of music, but you should use a variable. For example, when player turns music on, set VariableMusic to 1, and if they turn it off, set VariableMusic to 0. Than save that variable to webstorage so that everytime you start the game, the setting is saved.

  • There are two things that will greatly affect your framerate there. The graphics of the sprites, and the collision checks. If your images are large in pixel size, has plenty of transparent areas, and any effects, it will slow down your framerate. Having a few of them is ok, having 25 of them you will probably notice some lag. Try to keep your collision checks down to the minimum that you can. It too has a big effect on your framerate if there is a huge amount of them.

  • Hmm..I am getting that audio lag as well, I guess I will now wait until there is a stable version 5. Also, I am having the same problem as:

    KFC where our screen tends to go to sleep after a while if the user doesn't touch anything. Is there anyway to disable this, as my game has a slideshow movie and it always comes in effect during them.

    SabinX when loading the splashscreen, we get a half black and white screen before going to the game. I notice that this problem only arise for me when say the spashscreen is shown in portrait mode, then I change my phone's orientation, it goes to that black and white screen. If I don't change the orientation when showing the spashscreen, it just goes black for roughly 2 seconds before entering the game.

    Also, I notice that we have to options to place a landscape and portrait splashscreen. I only wanted to use a landscape one, so I place an image there. However, if I start up the game and my handphone is being viewed in portrait, it shows the default intel spashscreen. Does this mean that I have to place the image on both landscape and portrait? Will this count as double in terms of file size? Or is there a way to let XDK know that I want to use the same image for any splashscreen orientation?

  • CodeMasterMike, wow that looks soooo tempting for me. Hahaha might need to control myself, cause I have to finish the game I am working on first!

  • ASHLEY. Thank you. Yup, after some testing I saw that C2 was smart enough to only export which audio format we needed. Which was really nice!

    I will try to export the files directly as m4a and ogg and try them out. But when I use audacity to export to m4a and ogg, the file size is actually very similar to C2's export. So for the time being, I will use the C2 converted files. Haha if I feel that my total game really needs to thin down the size, I will return to this and try more audio compression settings.

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  • blackhornet, thanks for that! Haha now to test it out on a few different spec phones to see if I should preload my music or not. Again, thanks guys!

  • , thank you for clearing that up. It makes sense to me now. But how do you preload music? I didn't notice this in the tutorials that I've viewed.

  • jayderyu, thanks for that info. I did test it a few times and I did try deleting the wav files. I am not sure if the others also notice, but for my case, it looks like there was no need to delete the wav files. Even after deleting, I notice that the overall download size never decreased. So I tried to export my project, and noticed that it only exported one type of media file, which was the OGG in my case for the mobile export. Perhaps C2 just hold on to the different formats, and than only selects the proper one depending on which export function you choose?

    True, in certain cases it would definitely be better to convert the files ourself. So far after some testing, it looks like C2 won't convert properly if the audio files are lower than 16k mhz. Hmm......I think I am going to try using audacity to convert an OGG with lower mhz and see if it still works with the game.

  • Try putting a trigger once while true condition with your Sytem Go =3

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rekjl

Member since 13 Oct, 2013

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