amg314's Recent Forum Activity

  • I was just wondering if anyone here can give me some pointers with CocoonJS or Ejecta? I have a premium account with CocoonJS and am just having some issues with the implementation of some of the features such as Game Center and ads. Namely - I cannot get them to show up when testing my app on my device.

    I know Ejecta can handle these things pretty well, but I have yet to try it. Is it easier? Also, am I restricted to only using iAd if I go the Ejecta route?

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  • Could it have something to do with the fact that my project resets global variables to default whenever I click my "Try Again" button after my character dies?

  • I just finished this tutorial scirra.com/tutorials/448/arcade-style-high-score

    I did everything in it just like in the video, but have been having issues. At first, all I could get the score to show was NaN. I then wrapped the line under Web Storage in int() so it looks like this: (WebStorage.LocalValue(HighScore)).

    However, it now only shows a zero and it never changes. Can anyone give me any hints here?

  • I really want to have a way for people post/see high scores. Is there a tutorial for a way to implement this for a game that is wrapped for iOS in CocoonJS? I'd be okay with it being device specific, but I'd prefer it to be a leaderboard with global high scores. Is this possible?

  • What is the best way to save scores and post them to a leaderboard? I saw the Clay.io plugin, and I know that one replaced an older plugin that is no longer supported, but the only post I saw about it is over a year old, so is there any updated info on this?

  • No worries, I figured it out. It was my parallax settings for the layer that my background was on. It's all secure now. Thanks for the help!

  • I want it to stay in the frame at all times. I have unbounded scrolling enabled for my layout, so the player essentially jumps out of the background if I set it as static and just size it to the template. I tried setting my background as a sprite and adding the Anchor property, which works, but it kind of flickers and looks jittery.

  • I am fiddling around with making an infinite jumping game. Everything works perfectly, except for my background. I decided to use a single image as my background, so I inserted it as a sprite rather than using the tiled background object. In order to keep it in the frame, I used the Anchor behavior on it. It keeps it in the frame quite nicely, except it flickers a lot when the character sprite jumps to the top of the frame and the layout scrolls to follow the player. Any suggestions on how to fix this or to simply a better suggestion for how to implement my background? Thanks!

  • Thanks for the tip! Quick question: on an infinite jumping game, is there a way to get my background to stay in the screen. every time I test it out, my character sprite essentially jumps out of the background as the view scrolls as he jumps. Any suggestions for how to fix this?

  • Thanks for all the replies. I will try these suggestions!

  • Thanks for the reply! I tried your suggestion, but it doesn't seem to function in the same way as Doodle Jump. In games like Doodle Jump, it gives the appearance that the platforms are generating at random as you move up the screen. It looks like you are uncovering more platforms as the screen moves upwards. Or like in Flappy Bird, how the pipes continuously spawn offscreen and the gap between the pipes is constantly in different positions. This is the type of behavior that I'm trying to replicate.

  • Say I want to make a game like Flappy Bird or Doodle Jump where the player is essentially endlessly scrolling and there are new structures constantly generated at random - how would I do this? Is there a tutorial somewhere that explains this action? I really want to understand this function and how it works so I can try to implement it and do different things with it. Like in a Doodle Jump-styled game where the platforms would get fewer in number the "higher" you go.

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amg314

Member since 2 Apr, 2014

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