ArcadEd's Forum Posts

  • Could be. I'll start researching it from phonegap then. Thanks Ashley.

  • I'm updating a few of my games on iTunes and one thing that's always bugged me is the black line to the right side of the ipad versions of the games. Or if I make the games to the ipad dimensions, then there is a black bar on the bottom of iphones.

    I would love to find a solutions without the need to put out 2 different versions of the game, that way customers don't have to buy it twice.

    Letterbox scale works great, except it doesn't center the layout. I know it does in browsers, but not on iOS devices.

    I'm building my games with phonegap/xcode. Would this be a phonegap issue instead?

    Same goes when trying to use inner or outer scale as well. Even those seem to favor the upper left corner, then filling in. Which makes sense I guess considering 0,0 is the upper left.

    Anyone have any advice on this?

    Thanks.

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  • Just to follow up:

    The memory match game works great on my iPod running ios 6.1, but I still have no ads. FYI, I am not using the launcher for this test, I am loading in the xcode project and creating an ipa and installing it directly on my device for testing, so ads should work.

    Graphic problems might be droid only.

    Also, I love the new splash screen options :).

  • Yeah, one of my games runs just fine (besides ads not showing, do they normally show in the launcher?)

    The other one has graphics problems. It's a memory match game and the sprite used for the card when not flipped is showing some weird black and white cross of two sprites in a different animation.

    I also compiled new apks and signed them, they won't install on my device, just says install failed.

    I'll try the iOS builds and see what those do.

  • There is an action called Simulate Control.

    First off, if you don't want to use the arrow keys, turn off default controls.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/ab585492-a03c-44c3-b3aa-692dbdeee721/2013-06-27_1013.png" border="0" />

    Simulate Controls. You will use this same technique for touch screens, you will just add Sprites for each direction and on TOUCH, simulate the platform controls.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/c67e80e6-84dd-4b93-a4f4-47eece7c881f/2013-06-27_1015.png" border="0" />

  • Sorry, forgot to mention the float thing. Glad you got it working.

  • Use Rotate Towards Position instead. The Degree value is how fast it will rotate, the lower the value the slower it rotates.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/d005a10f-ded2-49e5-8747-96fb2e7b4c55/2013-06-26_0650.png" border="0" />

  • Create a variable MUSICPLAY

    On start of layout set MUSICPLAY to random(6)

    You can use sub events off start of layout or a function to do the comparison:

    If MUSICPLAY = 1, Play this music

    IF MUSICPLAY = 2, play this music

    Etc.

  • IMO, it's very difficult to charge for games on the google store, so I don't bother. My games sell pretty well on iOS, but for Google I always just add ads. It's a nice constant stream of income (See the case study in my signature).

    I've done it with CocoonJS on 2 games and phonegap using Admob with another 2.

  • 1. Spawning another object allows you to spawn the object based on the primary objects origin or image points you create. For example, if you have a gun spawning a bullet, you would create an image point at the end of the barrel of the gun and have gun spawn bullet at that image point.

  • Right now, if you are using cocoon, you need to use use MoPub (That is what cocoon supports) and from within MoPub, setup admob and iad mediation.   This is what I did, turned off everything else in MoPub, including their in house ads, and just setup mediation for those other two. I get about 80 percent fill rate.

    Oh, and you need to have a premium account with Cocoon, typically just emailing ludei and asking for one is enough to get one.

  • Well, just after I posted this I fixed it by putting the touch event for the smaller asteroids first.

    Funny how just typing out the question, posting the image and reading myself and I found the answer. haha.

  • Not sure how to else to explain this and it's weird I have never ran into this issue before and I have been using construct for almost a year now.

    Anyway, It's simple, I have a large asteroid. When you TOUCH it, it destroys and spawns 2 smaller asteroids from it's origin. If those asteroids are TOUCHED, they destroy with some particles.

    Now, if I touch the bigger asteroid dead center, it destroys completely showing the particles, and neither of the 2 other asteroids are spawned.

    My guess is the touch event is carrying over to to the two smaller asteroids as soon as I touch the larger one, causing them to destroy at the same times. This doesn't occur if I touch the big asteroid on the outer edges when the touch "follow through" doesn't touch the newly spawned smaller ones.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/b57982a9-64d4-4af8-b210-8db0b97116fe/2013-06-14_1203.png" border="0" />

    It's a basic idea, and I assume I am missing something that I just can't seem to put my finger on (No pun intended :)

  • You are putting too much meaning into the dotted square. All that represents in the size of the window. Where your player+scrollTO behavior is, is where the game will start. Just try it!

  • If it's spawning from the enemy that was just killed, then when you do the action that destroys the enemy, spawn the powerup then.

    I'm not totally sure if that is what you are asking or not. I was a bit confused :).