Chadori's Forum Posts

  • Tetriser , This is a pretty nice game for graphics but gameplay seems very difficult and some stages don't overlap with the other blue buttons. Example in stage 1, I got a good timing but it didn't reach the blue button, 1 out of 10 or something it will reach but non-pressable even when timed right. There must be something wrong or I am just not doing it right. But still Thumbs up on the game XD

  • Actually, screw that.

    Lol. XD

    Select the background layer, and set its color to black.

    This will only work for games that has a black background. Since my game that has the problem comes with different colors, then this is not applicable. I have no choice but to manually extend the size of the background of each layout.

    Btw. I think I can still say that this is a bug for which the layout scale only zooms not expand. So normally it shouldn't reach the outside edge of the window.

    Ashley?

  • I followed your way to fake the bounding with black bars but since my game is a rpg and has many layouts, which is a bit pain if I extend each background. I want to try your bounding fix.

    But I did not understand how to implement this (clamp(lerp(),min value, max value))?

    What would be the value for min val and max val?

    newt

  • Ashley, have you seen this bug report? I have a feeling that this is the only bug report that has not been resolved from Feb. 19, 2016 to the previous date. This bug really makes my game look unprofessional or badly made or buggy. If you can fix this as soon as possible, I'll be very grateful.

  • You can try this action event:

    Character --> Spawn Another Object --> Object(Layer)(Imagepoint)

    It should do it.

  • Okay so wait a sec. The resolution you guys are talking about, is it basically Layout Size?

    No we were talking about the window size.

  • I'm currently working on a guide to get and use the Intel XDK key.

    I'll keep you posted

    Great XD.

  • Which is better for GPU performance? IntelXDK or Cocoon.IO?

    I have a game made of 1280px*720px and my game is only working(playable but a bit laggy) with phones with version of 4.4 Android Kitkat but I wan't to tweak it as much as possible to reach 4.0 version phones (Jelly Bean Android). And I am planning to switch to Cocoon from IntelXDK but I am having a hard time building it. So, does anyone have any advice or answers or suggestions which is better for GPU rendering?

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  • - I really liked the game. It was simple but addicting XD

  • - It doesn't work with Cocoon.IO for me? Did you try to test it with Cocoon.IO?

  • I tried this and have run into a problem. I have it set to:

    Every X Seconds - Save Game "mysave"

    Start of layout - Load game "mysave"

    which works fine if I close and re open the game. But then if I do it a 2nd time it doesn't load.

    I think you misunderstood the use of Save() :

    Save() is not something you use to save changes what the player did on your game ex, for every 2 seconds since it will be too hard for it saves almost everything in your game.

    In your situation, if you are saving for ex. money, coins or anything that is a value. You should use the localstorage. Please refer to the table above.

    -Edit

    Save() is for example, for RPG- Games that you save your gameplay state from where you left off. Since it saves almost everything, then it would be too inconvenient to add a time interval lesser than 30 seconds for (every X seconds) to save the gamestate. Besides, while saving it will pause momentarily depending on the write speed of the Device.

  • JesseJames11 - The Save Action saves almost all : Arrays, Local/Global/Instance Variables, Sprite Positions, Size and Etc. , Dictionaries,

    Except:

    The LocalStorage(previously called WebStorage) is not saved since it already persists even when closed, so this is an independent storage.

    -Input state (i.e. mouse position, or whether the player was holding keys or touches)

    • AJAX requests
    • WebSocket connections
    • The XML object
    • User Media video or audio feeds
    • Facebook login
    • (WebStorage/LocalStorage!!!! state)
    • CocoonJS/Windows 8 state
    • Any in-app purchases on any platform
    • Anything with the 'No Save' behavior)

    More information:

    https://www.scirra.com/tutorials/526/ho ... -savegames

  • JesseJames11 - What are you trying to accomplish? If you are trying to save a game state and later loaded by the player then you can use the system action (Save)

    System --> Save --> Slot("Save Name")

    If you are trying to save values like coins then you can use the localstorage. Arrays works like variables but comes with three values per row (X, Y, Z) unlike variables which only has X per variable, and arrays are not saved on close of app. But array values can be downloaded to the LocalStorage so that it can be saved even when app is closed and loaded afterwards whenever you want to, like "on game start up" or "start of layout".

    In conclusion,

    If you want to save game state:

    System --> Save --> Slot("Save Name")

    If you want to save game values:

    Storage:-------Persist on close of app:---Can be set on LocalStorage:

    Local Storage:----------Yes-------------------------(Yours truly)

    Dictionary:--------------No----------------------------Yes

    Array:---------------------No----------------------------Yes

    Local/Global/

    Instance Variables:--No----------------------------Yes

  • luckyrawatlucky - I don't understand the error log. Can you give more information about how you built or exported your game. Did you use Admob-cranberryplugin's for admob?

  • 6ft - You still need to have a webhost. A domain is only an address for your site but you still need a webhost for storage(webserver) and functionality.