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.
Develop games in your browser. Powerful, performant & highly capable.
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?
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