thenerd12's Recent Forum Activity

  • Make sure the collision box is the same for all frames in your animation.

    A good practice is to use an invisible object for your player and pin your actual animated character to it.

    problem solved, thank you!

  • I got my player stuck into walls and ceilings during mid air jumps when changing animations...

    Being a collision problem, can you guys suggest me a tutorial about collision common practice for platformers?

  • 1- Mopub is like a gateway for various ad providers, including admob ^^ There´s a guide on cocoonjs site of how to set it up.

    2 - Yes, it provides the standar 320x50 and full screen banners for tablet and phones.

    3 - I heard leadbolt and admob are the most profitable ;o

    4 - Amazon, Play, Itunes App Store, Tizen. If you´re interested in desktop, gamejolt, kongregate and newgrounds are a must too ;D

    Hope this helps, I had the same doubts a while ago ~_~

    thank you very much!

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  • Hi every one.

    Any one integrate Clay.io with Construct2 and CocoonJS successful? On Ludei CocoonJS, I compiled projects in both modes (Canvas/WebGL and Running With Webview) but it did't work. With Canvas/WebGL, nothing happened when use Tweet or Share Facebook Function. With Webview, blackscreen happened. My game use the latest plugin Clay.io version.

    You can try on Playstore (the none Clay.io integration): https://play.google.com/store/apps/deta ... lovingbird

    sorry for the off topic question. Just curious, what resolution have you used for your game?

  • Noob questions:

    1) what's the difference between MoPub and AdMob?

    2) Does Ludei provide ad banners like clay.io?

    3) What's the best and most profitable mobile game ad network? (clay.io, leadbolt, ect)

    4) What are the market places you cannot forget to put your game on?

  • I didn't find a tutorial for you, so I made a commented example.

    Here it is.

    I did custom control for only 4 controls (up, right left and down) as it is exactly the same for others and that would have made the code harder to read.

    The thing is cut in 2 layouts. One is for the options, where the user will set the controls. The other one is for the game, but I only put a display in it.

    If you go in the options, click on a text box and then put an input using keyboard or gamepad, it should display in the box. Returning to the Display layout and inputing the same key should display that the key is recognised, and where it came from.

    To use it in a game, I separated 4 functions in the "Display" event sheet. Those 4 functions are respectively called by the 4 inputs, after all the custumization the user did. So if you had movements to map, or jump, everything can be put in there.

    As for the method I used :

    - An array "Control" will store the user settings : Controls.At(ControlDirection,InputMethod) = UserKey

    - the ExecuteKey function handles every input given by the user, and calls the corresponding function if it was a mapped key.

    For more details, the code is commented.

    For even more details, just ask

    wow thank you!

  • Where can I find a tutorial about customizing keyboard/joypad controls ingame?

  • see -

    https://www.scirra.com/tutorials/37/beg ... onstruct-2

    covered in HUD section

    ♫ ♪ ooohhh yeahhhh ♫ ♪

    thx

  • I have a scrolling platform and I'd like to stick the user interface like health bar ect to the layer.

    I have tried this:

    every tick // set health bar X to scrollx

    but it "flicker" during the game...

  • thx guys

  • Where to find cool free commercial use sprite font?

  • I followed this tutorial in order to test my game on the Xcode iOS simulator with Ejecta...

    scirra.com/tutorials/627/how-to-export-to-ios-with-ejecta

    but when I start my game inside Xcode it says:

    ?This game is not recognized by game center.?

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thenerd12

Member since 6 Nov, 2013

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