asdzxc's Forum Posts

  • I just updated to iOS 11 and already regretting it. When I tried play-testing on landscape mode (Safari, Chrome or Firefox) and whenever I tried to swipe, the address bar is always on top and this render the swiping function useless (can't continue game). It's wasn't like this back when I was on iOS 10.3.3. It was always a proper full screen without the address bar.

    Does anybody knows any workaround?

    Thanks!

  • Anyone who was working your project halfway on C2 and switch to C3 care to share what are the advantages/benefits or inconvenience you have gotten from this move?

    One of the inconvenience seems to be 3rd party plugins I guess. Another one I saw it seems like remote previewing on C3 isn't instant/slower than C2 (might be an old bug idk when C3 just came out - Anybody can confirm?)?

    I saw someone mentioned that his Macbook Air is now also able to handle building the game on C3 since it's browser based, that's one advantage/benefit too. (How does this work actually?)

  • For a phone app, it is separate from their browser app cache. They would need to go into settings, app setting, your app name, delete cache, and confirm.

    I was testing one of my game awhile back ()

    and it seems like the local storage data reset as I replace the app with a new version (it's not on app store, i'm just dragging it to my itune in this case).

    And what was even weirder is that if I port using Cocoon.io. The local storage data reset whenever I close the app and reopen again. It was fine with Intel XDK which went out of commission from what I understand. I'm not too sure what to use at the moment too since I was off the book for a little bit now.

  • I understand that the older Mac system can't update to the latest OS, so does the app that let you upload your app / games in this case still work? I'm referring to Macbook or Mac Mini as old as the 2007 version.

    By the way is anybody kind enough to link me the most updated and detailed guide involving cocoon.io for iOS with Construct 2?

    Thank you!

  • bump

  • Does game that use local storage have their saved data reset as they update to a newer version ?

    I'm still in the midst of testing the game and I had to delete the game on my iphone before I can install the newer version but all the data seems to reset. Does it work the same way if the app is publish on the store as well?

    Is there a way to fix this if true or I have to change the whole saving system to something else???..

    Appreciate any input and thoughts in advance. Thank you!

  • Hi guys,

    I happened to get a hold of an iPad mini 2 recently. I designed the game in 16:9 resolution and I used scale outer. It works perfectly on phones that I can check on. It works perfectly on my browser (1920x1080). I got thrown off when I saw it on the iPad Mini 2. The lower part of the screen (landscape) is empty. I have graphics half out of my background into that empty space (Graphics are all supposed to be in the background).

    I can't use scale inner since I didn't design my game to be that way initially (I don't really like the idea of scale inner as well). Letterbox scale works but I don't want the black bars. Is there any tips or tricks for a workaround?

    I'm thinking of increasing the height of the background but how much should I increase? Let's say I increase from the current 576 to 768. I am not sure but I think the same thing might happen on the iPad Mini 2 (I say this because of the graphics that are currently not in their correct position). Anyone with enough experiences care to share?

    Thanks!

  • Is it normal for a game with ~130-150mb memory use to stutter in iPhone 5C, iPad Mini 2 when both devices had 1GB of ram?

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  • I just figured out the issue! I'm not sure why I didn't thought of this earlier on..

    The problem was because I have set the bullet speed for the up motion to 300+ while the down motion is 200+. So obviously when I keep tapping consecutively to try and float the character, it's not going to float well because the speed for both the up and down motion is different....

    So my new question is.. how do I make use of the touch function to make the game detect when I am tapping consecutively, it would set the bullet speed to match the down motion at 200+?

  • I have kind of work around (definitely not the best way) the collision polygon issue already but I still can't figure out the animation sprite solution. Surprisingly I can't find any tutorials or video that is remotely close to what I was working on. There's a high chance that I might be doing something wrong here. Would appreciate any advise or suggestions!

    What should we do to ensure the correct animation for our imported sprites? I can't seem to get my animated sprite to animate like it should be because of the different size every frames. If I attempt to set the origin point to a common part that I can find in my sprite, it's similar but still off and I can't do this for all my sprites since some of them have effects over the character and that break the common part that I found initially.

  • I don't think the sine behavior was what I was looking at. To put it another way, it's hard to maintain the character to fly / float in a straight line currently. Key down = up, key release = down. To fly in a straight line you have to consecutively key down then up and via vice but because the movement for the bullet behavior is jagged, it's hard to float smoothly.

  • Hi guys,

    I can't seems to find more on this particular topic around. I think most of the tutorials out there are using the bullet behavior for side scrolling flyer game but the result was the character doesn't float very well. It feels very jagged (can't think of a better word for now) when I attempt to float the character. I tried to play around with the gravity option that came with the bullet behavior as well but to no avail.

    I tried using the custom movement behavior > accelerate > vertically but somehow I couldn't get this to work like the bullet behavior. The bullet behavior was perfect except for the floating part. Is there something that I might have been missing out? Any advises or suggestions??

  • I set everything up and went into the folder where construct 2 was installed, tried to run as administrator but Steam keep prompting me to install the Free version. I went ahead and tried running as an administrator again, clicked preview but it says unable to preview because I wasn't running as an admin.

    Anybody knows what went wrong here? My PC wasn't on wifi though. It's connected directly to the router through cable. Could this be the problem here?

  • I have an animation stripe which had someone shooting a beam projectile out. The issue is when another character collides with this someone, it collide even from a distance when the beam projectile is not even out yet. When I check the animation stripe frame by frame, the collision polygon for the earlier frames are smaller and by theory they should not have collide from a distance. Any suggestion to make this work apart from separating the beam projectile and character from the animation stripe?

    For some of the animation stripes that I have, some of those I have to find a common point throughout to set the origin point manually so that they will animate properly. However some stripes contain effect animation where I won't have any common point to pick out. How do I work around this?

    Thanks and appreciate any inputs!

  • You can enable and disable the platform and 8-direction behaviors as needed with actions.

    Holy! I swear I had this same theory in mind yesterday but no matter what I did it doesn't seem to work but I tried it again today and boom!

    I have another question related though. How do you set it in a way that as the character approach the platform (not colliding yet), the animation starts to change? Does this have something to do with variable?

    Appreciate all the replies!!