Shack's Recent Forum Activity

  • I published an Android game via Intel XDK and installed the x86 file. When I try to run the game, it crashes and says, "Unfortunately, 'game' has stopped." Can anyone help me with this? I have had this game work before, it is this newer build that keeps crashing. I uninstalled the old version, but when I install this newer one, it asks me if I want to update the old file. Could this be part of the problem? If so, how do I completely remove any previous versions?

  • Make sure you slow down some animations and if there are object that shoot outside of layout make sure you add destory outside of layout. post capx

    Wow, it lags when testing, but not the final product. I created an actual build and installed the game on my device and it runs just fine... Weird. Thank you for trying to help me. I will keep all your tips in mind!

  • >

    > > link to game please.

    > >

    > It's not live anywhere, I was testing.

    >

    each time you add a sprite it automatically adds collisions click on object then in left panel disable it. Keep in mind only disable the objects that the player or enemyou doesnt collisions with.

    Thanks, I disabled all collisions that are not needed (there are only 4 now instead of 30), but the game still lags when I export it to html5/android and test on my device. Is there anything else I can try?

  • link to game please.

    It's not live anywhere, I was testing.

  • Is this because my mobile game has too much going onand needs to be optimized or is the previewer always like this? I can test on mobile over wifi directly from Construct 2 and it plays smooth, but on Intel XDK its very laggy.

    Oh yeah one more thing with Intel XDK. How do I remove the black border around the entire game? It appears to be minimizing the game more than necessary even though there is plenty of real estate left.

    Edit: I just checked the frame rate and here's what I got:

    60 fps Construct 2 Mobile and Web preview

    10 fps Mobile Intel XDK

    32 fps Desktop Intel XDK

  • Hi, how can I save the on/off state of a sound button so the game remembers if the player turned the sound on or off the next time they play? So I want to save the animation frame and the sound on/off state (I am using a variable for this).

    I tried setting it up so when the player's HP reaches 0, the on/off variable is saved to web storage. From there, when the scene begins again I have it set sound variable to whatever the webstorage variable is. However this does not work, instead it always starts my scene with the sound off regardless of the last play through. I also tried using webstorage every time the button is clicked instead of on death and still no luck.

  • I could be wrong, but it looks like you didn't set the timescale for btnSounOff to 1, so that's why it isn't reacting at all.

    I think I just forgot to write that part here :/. I feel like an idiot now, I just moved stuff around and I think the timescale 1 was in the wrong location. I moved it down a couple spaces in the block of code and it works now. Thanks for trying to help!

  • BUMP

  • Hi, I would like to press the pause button, have everything stop, but the buttons animate in. Then when I press unpause, have the buttons animate out. I Have this working fine, but one of those buttons is a sound button and when I press it, it will not animate out with the other buttons. My buttons are animated images, so I have been using timescale along with animation speeds to get this far. I cannot simply just use a 2 frame image and swap between frames because I have an animated On button and Off button. Here is my set up.

    All animations are set to 30 fps.

    When Pause is true > set timescale to 0

    When Pause is Not true > set timescale to 1

    When Pause is true > set btnSoundOn timescale to 1

    When Pause is Not true > set btnSoundOn timescale to 1

    When btnSound is on frame 9 > set timescale to 0 (to stop it)

    When btnSound is on frame 17 > set timescale to 0 and set frame to 0 (to loop it)

    When btnSoundOn is touched > Destroy btnSounOn

    When btnSoundOn is touched > Create btnSounOff and set it's timescale to 0 and set to frame 9 (frame 9 is where the animation reveals the full button)

    When btnSoundOff is touched > Destroy btnSounOff

    When btnSoundOff is touched > Create btnSounOn and set it's timescale to 0 and set to frame 9

    This is where everything gets messed up. Everything animates fine without touching any extra buttons and when I do touch the SoundOn button, it swaps out to the SoundOff button. However, after that it will not animate off like everything else even though it has the same code as all the other buttons. It animated off if I hit pause again, which is wrong because it animated off while the other buttons animate back in.

    TLDR: I want to create an on/off function that is animated at the pause screen. I cannot just swap between 2 frames because my button movement is part of the animation I created in each button. Is there a better way to do this? Maybe using the 2 frame swap idea, but animating the position in Construct2 instead of in the button's animation?

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  • There's an example here:

    This worked perfectly and was exactly what i wanted to do. Thanks!

  • I have a game where a player collects coins. Each time a coin is collected, particles spawn and I want those particles to move towards the energy meter in the top right. The only problem I have is that the energy meter is on the "UI" layer so it does not move with the camera that follows the player on the "Game" layer.

    I have tried moving the particles to the 'UI" layer, but then they never spawn at the proper location since the player is moving. I tried using custom movement and bullet behaviors, but I cannot get an accurate movement path since the coins are not always collected from the same position. Any advice?

  • Audacity is working the best. Thanks for the suggestion!

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Shack

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