Mobile is web. All of the mobile websites are hosted on web servers just like everything else.
Thanks.
This one worked for us:
https://www.scirra.com/tutorials/415/dr ... -and-touch
We combined it with a full mouse zoom capacity, which caused some weird issues with the pan that we have yet to fix, but it works nicely otherwise.
Yea, you can drag them to hell and back again.
Maybe try the Construct XML plugin and use some JavaScript?
I would use the TiledBackground and just have environment sprites (like clouds? birds? etc?) on a layer above that in order to change the scene as you move up.
You have to create/destroy the object outside of the Multiplayer context.
global var jumpStrength = 0
global var frames = 0
Every tick:
-- Add to: frames: 1
-- Set value: jumpStrength: frames / 60
This will increase the jumpstrength in a linear fashion by roughly 1 unit per second indefinitely.
Have you tried it as an exported project hosted on a web server?
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This is the block of HTML that it is looking for.
Make sure that it exists in your index.html file, or you will get that error.
<div id="c2canvasdiv"> <!-- The canvas the project will render to. If you change its ID, don't forget to change the ID the runtime looks for in the jQuery events above (ready() and cr_sizeCanvas()). --> <canvas id="c2canvas" width="1024" height="768"> <!-- This text is displayed if the visitor's browser does not support HTML5. You can change it, but it is a good idea to link to a description of a browser and provide some links to download some popular HTML5-compatible browsers. --> </canvas> </div> [/code:ew4yhi3p]
Highlight all of the "sub" events, and drag them up under the "Every tick" event until you see an arrow like >-----------------
I have a capx that I used to test the global objects capacity: https://drive.google.com/file/d/0B-xiqK ... sp=sharing
Note: This requires rex rainbow's Hashmap plugin.
Hopefully it helps out some?
Member since 4 Mar, 2014