Artpunk's Recent Forum Activity

  • Thanks for your reply This helped a lot. I didn't understand that I needed to call the 'StatusBar.hide' attribute from C2.

    My game is now working they way I was aiming for. By leaving 'Full Screen' deselected in Intel XDK, and then hiding the status bar using this method above, both the status bar and navbar are hidden while the game is running but can easily be accessed by touching the edge of screen, which is fine, because it provides an easy way to quit out of the game if needed.

  • I made progress on this. There is a 'Full Screen' option in Intel XDK. If its selected the navigation buttons are hidden. If it's deselected the nav bar is visible. Problem is the status bar is also visible. So now I need to work out how to hide the status bar...

  • Does anyone have experience with this? I am publishing for Android with Intel XDK.

    In Intel XDK there is a tickbox for 'Full Screen'. If deselected, the Android status bar and navigation bar is visible in the built game.

    If the 'Full Screen' tick box is selected neither the navigation bar nor the status bar are visible.

    I want the nav bar to be present, but not the status bar. I think the way to do it, is to have 'Full Screen' deselected and then add the status bar plugin, and then somehow edit that plugin so that on start, the status bar is hidden.

    In the documentation for the status bar plugin it says that the status bar can be hidden, and gives some code to do it...

    But I have no idea where to enter that code, which file needs to be updated, or how to do it through Intel XDK.

    Can anyone offer any advice on this?

  • No one has any insights on this ? How about this: a question to people who have experience publishing their C2 games to Android. Do the default Android buttons display during game play when your game is launched?

  • Working on a game for mobile and I have started testing it on Android. I am using Intel XDK to build.

    For the most part my game works well, performance is fine, but ive discovered that once the game launches Android's default buttons don't display (back, home and menu I think? The buttons are a triangle, circle and square, usually at the bottom of the screen, or on the side in landscape view). So there is no easy way to quit out of my game. Other Android games I have on my phone display these buttons during game play, they just remain at the edge of the screen, providing an easy way to quit out of the game..

    So im not sure what I need to do to get these default buttons to remain visible. Is it a plugin I need to add in Intel XDK or something?

    The only plugin I added to my build was the InAppBrowser.

    Or alternatively is it better practice to have a button in the main menu that would close the game and return the user to the Android interface?

    Thanks for any help.

  • Hello thanks very much for this information, this helps me understand which of your examples I should try to customize to my project. I need to save data about:

    -levels completed

    -number of items collected in each level

    -max number of collectible items in each level

    -score.

    I think therefore the localstorage system would be best (I dont need to save everything, like positions of objects etc for each level).

  • Hello I just purchased this template. Im wondering if anyone who has purchased this can help me understand what the various files are. The creator has included 12 capx files that all seem to be fully working menu systems but with slight variations in how they are built? Or in how they save data?

    The files have good commenting for events, but there is no documentation explaining exactly what the differences between the various capx examples is... and what they are optimized for, or what the 'use case' is for each one.

    The capx files are organized into folders 'LocalStorage' and 'LoadSave'... so what does that distinction mean?

    Which of the capx examples is best optimized for use in a mobile game?

    Thanks for any insight.

  • Hi guys. Thanks for your replies, they were very helpful. I kept working on it and I now have my turrets working exactly how I want them.

    fixed capx

    I wanted to be able to vary the attributes of individual instances within a layout. Doing it this way I can control the following attributes for each turret instance:

    -The direction the turret fires (to left or right of screen)

    -The number of shots fired in each burst

    -The pause between shots

    -The pause between bursts

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  • Bump.

  • Ive tried to make a static turret fire 5 shots in quick succession (0.3sec intervals between each shot) and then pause for a 3 second cool down before firing another 5 round burst...

    I've tried to do it using instance variables and timers. It works for the first 5 rounds, but I can't get it to pause and then fire another 5 rounds.

    Can anyone help me fix this?

    capx link

  • Hi again LaD. I pm'd you a capx with my attempt at making a wall jump using functions. Like my double jump that I posted at the start of this thread, the wall jump kinda works, but has bugs

  • Thanks LD I really appreciate the help. Let me see what I can make first and I'll send you my efforts over the next day or two.

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Artpunk

Member since 10 Apr, 2014

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