Bl4ckSh33p's Forum Posts

  • That's almost exactly what I was looking for for my new project. Thank you very much for sharing this JJList! I will take a look at the capx and hope I can figure out how to do this for my game. :)

  • The manual/tutorial says it is not supported by default. :(

    scirra.com/tutorials/303/how-to-export-to-cocoonjs

    But I can not help you with the other JS code problem, sorry.

    PS: Did you manage to use clay.io with CocoonJS? It does not work in my game. All clay.io actions (achievements, login..) are not working. :(

  • One or multiple paths would be great and much easier to do. Just draw a line, curve or whatever you want and then send mobs to move on them. I think this would be a great addition. You could make multiple paths and chose one randomly.

  • Any ideas?

  • Any ideas why it is not bouncing of when it comes from the right side or below?

  • Did anyone else use this successfully? It seems I have to show the close button always until a workaround/fix is found.

    Did I miss something or is this a bug?

  • I would love to use CocoonJS but I can't afford the 99$/year for a Apple Dev account, yet. ;)

    And you need a MAC for the xcode thingy.

  • I see. I thought it runs in Safari just without the browser bar. Many sites where you can host HTML5 games suggest to "install" it to the home screen but this will have bad impact on performance. :/

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  • You can change the preview browser/mode if you click on the project title and then select "Preview Browser" > Node Webkit

  • Hi. I did not try the mobile detection yet but I set mine to "is on node-webkit" to show a close button for win/mac/linux but it does not seem to work.

    Is on platform node-webkit > Closebutton Set Visible

    Else > Closebutton Set Invisible

    On Touch > Closebutton: Browser.Close

    /Update: It does not work in Node Webkit Preview and in the exported project. :(

  • Hi! Sorry to post in an old topic but I think it fits here.

    I built a small game and it runs fine in Safari in iPad 3 but when I add it to the home screen it gets slow and laggy! Is there a way to fix this somehow? I tried it a few times and it runs very smooth in the normal browser.

  • I disabled the Wait and exported it to compile a new version via CocoonJS and it's still broken. I hear the sound but it does not switch to the GAME Layout. <img src="smileys/smiley5.gif" border="0" align="middle" />

    This time I added a few .js files from clay.io because achievements and highscores did not show up. But its still not working on the android tablet.

    /Update: I also noticed that no background sound is played on Android (.apk and html version). It starts but then it gets muted.

  • Hi. I used a function and "Go To Layout" (not by name).

    <img src="http://img5.fotos-hochladen.net/uploads/selectdiff0axrs8d9iw.jpg" border="0" />

    When I hit one of the three difficulties I hear the sound but the layout is not changed on Android. It works fine on iOS and PC. :(

  • But whats the difference when using "if int(random(x)) = y". It only spawns when the random x is y. Can you explain why this method would be better, please?

    Do you mean "call" (Call a function directly from an expression.)?

    scirra.com/manual/149/function

    btw:

    the collapsed function code:

    <img src="http://img5.fotos-hochladen.net/uploads/arrayfunction5zjk4f2rmq.jpg" border="0" />

  • But it works fine on PC and iOS. I thought the ReturnValue will be accessible outside (got a sample from someone where this worked) and the manual says:

    ReturnValue

    Return the value set using the Set return value action from the last function call. If Set return value is not used in a function, it returns 0.

    So it should be at least always "0" and return the Imagepoint X and Y of point 0 if it is not working properly, and not spawn anywhere on screen where no Image Point is placed at all?