TheWyrm's Recent Forum Activity

  • No problem. It's not the most efficient solution but without a close event I'm not sure how else it could be done.

  • So this is what the manual says:

    [quote:1gc3m6x4]On suspended

    On resumed

    Triggered when the page's visibility changes, or when a mobile app is going in to the background or foreground. When invisible or in the background the app is suspended: all events stop running and all audio is muted.

    So it wouldn't be triggered when closed. There is no on closed action, because browsers don't support it.

    However, what you can do is store the time in webstorage on every second. That way you know the time when the game was closed when opened.

  • ludei

    During the last podcast it was rumored that CJS will at some point support Cordova third party plugins. I'm pretty sure this is a mistaken association of your own plugins -> http://blog.ludei.com/new-cocoonjs-plugins-are-here/. So could you confirm or deny the rumor? If it's true can you give a rough delivery date?

    I have also posted this topic in your community ->

    http://support.ludei.com/hc/communities/public/questions/201137859-CocoonJS-supporting-cordova-plugins-

    Kind regards,

    The Wyrm

  • ok, so basically you calculate the angle between the player and mouse. So when the mouse is directly above the player your angle is 0. You probably want to have it so that to the left of the players its 0 to 180 and to the right of the player it is 0 to -180. You could then use this as a multiplier to rotate the world.

    Rotating the world would be the most complicated aspect as I'm not sure there is an easy way to rotate layout or sprites around an offset (which would be the player position)

    You could maybe stick every other object in a family. Then do some manual fancy rotate at offset stuff.

  • helena Don't worry they said C2 would continue to be supported. The were just speculating about C3.

  • Sounds cool. I have loads of experience and can probably help out with lots of things, but I see myself as primarily a designer -> https://www.linkedin.com/in/mathewnicholas. If you're interested then pm me.

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  • Use "system -> every tick" then under that do:

    "boulder -> rotate clockwise -> 1"

    "boulder -> set x -> boulder.x+1"

  • Just use "System > Every second" action to spawn in your bullet.

  • You could just do it with a particle effect. You'll need to adjust the rate to get the best look/performance.

  • I just notice you said you are building using "Legacy Hybrid Mobile App Platform". I don't think that even gets updates anymore.

    You should use the Cordova iOS build as that is still maintained. You should always make sure you're using the latest stable version of C2 and the Intel XDK.

  • Errors or warnings? All that has happened is that apple have updated things for the 6th generation. So you'll have to wait for updates. If you have warnings they can be ignored.

  • Problem Description

    Sound plays when 'pause on unfocus' is set to yes when the game launches minimized. Whereas things like moving a sprite is paused.

    Attach a Capx

    Done

    Description of Capx

    Plays a sound at startup.

    Adds 1 to sprite.x every tick.

    Pause on unfocus set to yes.

    Steps to Reproduce Bug

    • Step 1 - Run game using preview platform Chrome.
    • Step 2 - Minimize Chrome.
    • Step 3 - Run game again. As it is already running it will reuse the tab in chrome but will also be minimized.
    • Step 4 - Listen to start up sound being played despite being paused.
    • Step 5 - Maximize Chrome and observe game resume with no start up sound.

    Observed Result

    Start up sound is played despite the game being paused. So when returning to game no sound is played.

    Expected Result

    I expect the start up sound to only play when Chrome is maximised/back in focus.

    Affected Browsers

    • Chrome

    Operating System and Service Pack

    Windows 8.1 64bit

    Construct 2 Version ID

    184 - 64bit

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TheWyrm

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