kristithechocobo's Recent Forum Activity

  • I've been testing my game on my iphone on both CocoonJS and LAN and it works okay aside from a few seconds of lag here and there due to my game using a whopping 29 mb of memory...and on LAN the music doesn't play for some odd reason...

    and now I'm testing on Android and the music is there but the backdrop just vanishes leaving the text floating against a black void. Anyone know what to do?

  • I was working on my game Star Catcher and I have a layout for the final score of the game. Everything else in my game is running normally, but when the timer hits zero when I get sent to the score layout it shows the score for a split second then changes to 0.

    has anyone had this happen before? And if so what can I do? I've checked my variables and they're lining up properly.

    Edit: I was able to fix this, turned out I typed in the wrong layout name.

  • Worked too thanks!

  • well my game is a "catch stuff as they fall" game and there are other stars too so I'm setting it up where I ad one to streak everytime you catch a 1 pt star but its reset to zero on other stars and space junk.

    Edit: IT WORKED!!!!!

    Now I just want to ask how can I give ten bonus points for every ten one point stars that are caught.

  • I don't have a ground object, how would I do a streak variable?

  • Thanks! I'll let you know if this helps.

  • How would I do the second method? I just added the instance to my star and called it "streak".

  • In my Star Catcher game I want to have cumulative points for consecutively catching the same type of star.

    for example for the one point stars, after you catch your first one the nest one is two points, the next three and so on and so forth.

    Thanks!

  • I've decided to test on mobile with LAN instead of CocoonJS and it's running a little more smoothly but when I test it on the computer the music plays but when i test it on my iphone4S it doesn't.

    What's going on?

  • Hey guys, I'm working out the kinks in my game Star Catcher and it runs okay on my computer but when I test it out on CocoonJS the frame rate can go from 60 FPS to 4 FPS for a few seconds.

    I have WebGL enabled, I'm using the CocoonJS physics, and I have the CocoonJS object in my project.

    I think this might be a memory issue as I have 24 events (which I am trying to group together) and the memory use is 25.7 mb so yeah it's a bit on the biggish side. Also my layout is 1920x1080 pixels and I also need to figure out some sort of ratio scale so it fills the screen properly because when i test it in CocoonJS there's this white bar at the bottom which I initially thought would eventually be filled in with ads or something.

    I wasn't able to include my Capx file due to it being a smidge over 2 MB.

    Please help! Thanks!

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  • The way I have done this is in the past is to make the falling objects have a 'bullet' behaviour attatched. Set up all the parameters so that the objects fall the way / direction you want them to, but under the 'speed' or parameter, make a variable called 'Speed'. (So under the events, have an event that is something like "On 'object to catch' created" set speed to "speed". That way, you can manipulate the speed at run time through algorithms that are fairly simple, such as "If score > 250, speed = 250"

    If you were going to event that, (and assuming your score is a global var), you'd make an event under system;

    "compare variable" and define what range of score you want for a particular speed (e.g between 250 and 500), and then have that even set the variable 'speed' to the speed you would like.

    Hope that helps and isn't too garbled!

    It's not too garbled but I do get a little bit of a deer in headlights without visuals XD.

  • I'm making a "catch stuff as it falls game" and I was wondering how I could speed the falling up say every 250 points or so in an attempt to make the game harder as each bonus minute is rewarded.

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kristithechocobo

Member since 8 Apr, 2014

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