Anonnymitet's Recent Forum Activity

  • Glad it worked. The best thing you could do is to place all background sprites on the lowest layer. Like the background, the ground and trees etc. Then you can have a layer for only the player above that one. And if you want to have stuff in front of the player you can have a layer called "foreground" or something for all objects you want to be in front of the player. Then you can make it look like the player walks in tall grass or behind a wall or whatever.

    But just keep in mind the order of the objects and the layers and you'll get the hang of it. Good luck!

  • You still have the player on the lowest layer. Right click on sprite and move it to the layer named "layer 0" in your case. Then right click on the player again and set z order "move to top". Done

    I can't upload the capX again because I have a higher C2 version than you. But do as described above and you'll be fine. Just remember that if you want something to be in front of something else the sprite you want in front always have to be on a layer above the other objects layer. The name of the layers doesn't matter. The order of the layer from top down makes the difference.

    Here is the the fixed capX if you have version 206. I changed the names of the layers and put the sprites on the correct layers.

    https://dl.dropboxusercontent.com/u/100 ... ggame.capx

  • And are both squares checked besides the layer name and the lock pad like the image shows that XpMonster posted?

    Or do you have any events that hides layer 1 or something?

  • kiranchandra Are both layers visible?

    You should put the background, ground and the trees on layer 0 and the player sprite on layer 1. Then make sure both layers are visible and it should be right.

  • Played this so much as a kid

  • Like Zenox said, you have to optimize everything for mobile. If your star is 128x128 in game you should design it as 128x128 which should be a few kb instead of a half mb. So avoid scaling your sprites as much as possible.

  • cfry Haha, thank you. I can give you a download code so you can try it out. It's only multiplayer atm but singleplayer is coming soon.

    I'm in italy on vacation now so I'll give you the code when I'm back on my computer next week I'll PM you then.

  • After 7 weeks on Greenlight 8Bit Fiesta finally got greenlit! So thank you all who have voted yes! Now I can focus on completing the game without worrying about greenlight. I'll be updating the Steam integration here.

  • Just make a variable or something that stores which was the last checkpoint you've reached and on death just respawn the player at this position. Not complicated at all if you don't need to also remove items and stuff collected after the checkpoint.

    For example on collision with checkpoint > set "variable name" to checkpoint position

    Then on death > respawn player at position "variable name"

    Done

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  • > I have to hand it to you Ludei, this whole process is about a hundred times better than the old cloud compiler. Kudos for that.

    >

    We are really happy to read this <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    > What is the proper Full Screen option to use when exporting from C2? Scale Outer just put my game in a tiny window in the bottom left corner.

    >

    Could you please tell us if the game is wrong in the developer app too?

    > Is it currently possible to add and remove permissions?

    >

    Yep. Permissions are completely up to you. You will decide what your game needs and set it in the config.xml file.

    > Where to add in our own icons? Seems to default to a generic Cocoon.io icon right now.

    >

    We are currently creating a wizard for that. Meanwhile, they must be set in the config.xml file.

    You can use this as example (it is one of the templates that appear on the wizard): https://github.com/CocoonIO/cocoon-template-phaser

    Cheers <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    ArcadEd They gave you the link when they answered all your questions before. Last part <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    https://github.com/CocoonIO/cocoon-template-phaser

  • Radulepy I understand what you want and I did exactly the same when I started publishing my games on iOS and Android. But it's pretty simple when it comes to ads. A company pays for clicks because they may generate a sale for the company and they only want people to click the ads if they are interested in the product.

    There are exceptions and some ad providers allow this but as Eisenhans said I don't think there is a simple solution to get it to work on C2 games.

    And if I wanted to advertise one of my products I would never do it on a platform that allows developers to trick people into clicking on ads or even "watch this ad to get free gold". That is just really unprofessional and only gives you traffic that end up buying nothing.

    So don't try to earn an income by tricking people to click ads. To earn a good profit on ads in games you'll need thousands of users or many apps with a decent amount of users. Thinking you'll earn anything of interest on an app with a few hundred downloads is just a dream

    I actually got banned from admob because my friend clicked a couple of times (4-6 times) on an ad in my game and it was a hazzle to get them to release the ban again. So they will notice if you try something I've even heard that some developers download other games that are similar to theirs and click all the ads they can to get the developers of that game banned from ad income :/

    One thing that actually generated alot of clicks was the lag/delay on the admob/mopub plugin which made the ads pop up later than expected which resulted in many miss clicks on my game. So that was an unintentional way of tricking people to click ads. But even that would be a problem in the long run on most ad platforms.

    But I hope you'll find a good way of generating an income. Good luck on your project

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Anonnymitet

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