Chadori's Forum Posts

  • It didn't work straight away because I am having to change some other events like "jumpthru platform" which is used to stop my player falling down ladders but now he cant get high enough up the ladder to get to a higher platform but it just needs the size changing a bit I think because this happened before.

    I am sorry but I am having a hard time understanding what you mean. If you could provide a capx or a screenshot or an explanation would be nice. But technically, The default way(Arrow buttons) and doing it manually(W,A,S,D using keyboard) are just the same. We only replaced the buttons.

  • But I will not sign it , it's just for testing, I will not upload it to google play .

    Either way, you still need to sign it for it to work on an android device. Since it is only for testing, no harm done if you sign it with a dummy IntelXDK account. And if you decide to publish it, then you can make a real account for your exporting.

  • , the cause is that you did not sign the APK. You always need to sign the apk for it to work on devices.

    Btw. It is better if IntelXDK signs your APK for you than doing it manually if you are using Construct 2 Cordova Crosswalk. Since you are not making your game through Android Studio which has a 100% working APK Sign Tool then there is a high chance your apk will not be accepted by GooglePlay even with the APK Signer Tool (which is not working anymore). Unless you are familiar with the command prompt to sign your apk that way, you should let Intel XDK sign your apk and you can just download yout Keystore later.

  • Do I have to enter A to move left, D to move right and W to jump manually or is there a easier way?

    If you are using the Platform Behavior or 8-Direction Behavior then the default controls are only the arrow keys. But you can turn them off and replace them using the keyboard plugin.

    The answer to your question is "no". I don't know what's complicated about doing it manually.

    The events are simple: (8-Direction Behavior)

    *When Key "W" is down -- then

    --> Player Simulate control "Up"

    *When Key "S" is down -- then

    --> Player Simulate control "Down"

    *When Key "A" is down -- then

    --> Player Simulate control "Left"

    *When Key "D" is down -- then

    --> Player Simulate control "Right"

    The events are simple: (Platform Behavior)

    *When Key "W" is down -- then

    --> Player Simulate control "Jump"

    *When Key "S" is down -- then

    --> Player (Fall Through)

    *When Key "A" is down -- then

    --> Player Simulate control "Left"

    *When Key "D" is down -- then

    --> Player Simulate control "Right"

  • ShinobiSlash As far as I know, there are still no tutorial about this. But I made a sample capx as a guide for you.

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

    This shows one of the uses of Layout Scale / Scale Rate and Layer Scale / Scale Rate. There are still many combinations you can try to make it more scenematic or other purposes.

    In your case you can ignore layer scale if you want to zoom all objects to zoom the entire windows, like from 480p to 720p. You are only going to use the Layout Scale or Layout Scale Rate, whichever suits your needs.

  • Hi everyone.

    I'm not really sure if this should be here or if this is a bug/glitch related to the canvas plugin, but I have one canvas object with origin/image point located in the middle (I don't know how it got there, but it's good-I like it where it is).

    However, I cannot seem to figure out how to create a new image point and move it to the middle-right corner. The set origin and image point button is disabled. And when I create a new canvas object its origin is always set to top-left while the button to move it is still disabled. Is it even possible to move the image point/origin for a canvas type object? Many thanks!

    EDIT: I just checked the properties bar, I can set set initial hotspot but I want to make a new image point.

    If this is about a plugin, then I think Scirra has nothing to do with it. You should talk to the developer of the plugin.

  • For example, if the Window size is 640x480 normally, but for certain stages/levels, I want it to zoom out a bit (like to 800x600). Is there a way to go back and forth without changing the window size for the entire project?

    If you just want to zoom you can use layer scale and layout scales to do that but If you want to scale with a specific amount of size, then you are going to need canvas size and you can just set it back to normal when you leave the layout or etc.

    Note:

    1) Out of the two, I prefer layout scale / scale rate or layer scale / scale rate better than changing canvas size because the change of scale applied on a layout/layer will not affect others.

    2) If you are using layer scale and you don't want to affect the change of scale of a specific layer onto other layers then make sure the layer name of the specific layer of you are zooming is unique.

    3) You can use layer and layout scale/scale rate to make dramatic zooms and pick specific objects in a layer or layout to be zoomed.

  • Forgot a title, sorry.

    Hello,

    i would like to create an app with different unlockable levels/characters etc. What's the best/most efficient way to do this? Creating different layers for each level or storing level data somewhere and fetching it when needed? Does anyone has experience with this?

    So far I stored every single level data in an array and fetch it when needed but I am curious if there is a better way.

    Thank you!!

    That depends on your game but most level games are made by layout per level, especially on RPG or Open world games.

    Note:Layout per level games are more efficient in terms of object count.

  • You'd have to see what you could change with system actions. Maybe changing the view size might do that, but you'd probably have to change the zoom to compensate so things appear the same size to the player. The question is would that affect the performance at all.

    No, I don't think this will help the gaming performance and just make it complicated. I'll just leave it as it is for now. Since there is still no options for this. Thanks anyways XD.

  • R0J0hound - There are rarely particles in my game and no effects because I only use blends and few objects on screen. So there should be no problem there, Because my game is sized (1280x720) causes other phones problems because to adjust to the game scale size the sprites were also made bigger. Is there a way to reduce pixel of any game for example: Low quality (360p) Medium(480p) High Quality(720p - Original) ?

  • PS: The memory dropped! When I changed layouts it was fluctuating up and down, instead of only climbing.

    All I did was do End of Layout > Destroy all (Except, I listed every single asset and set each one to Destroy.)

    I don't know, maybe it had to do something with my code. whatever it is, it worked.

    I'm just going to call it "magic" and take it.

    It's great that it is fixed but try to find the problem in the future because normally unused images are automatically removed on start of layout.

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  • I ran it again and it's doing fine. I added End of Layout > Destroy Background to each level.

    The background is high resolution (the only high-res graphic.) that may have been what was causing it.

    In the debugger, I noticed that even when timescale was set to 0, it was still doing collision checks. Sprites on future levels don't move until the layout begins, correct? If the Sprite is set to 0, until the code making it move runs (when the layout is active) it stays still?

    Unless Sprites are loaded and moving in Layouts that are not. Sprites are supposed to move, but the Layouts where they're moving are not active yet. As in, when the Layout is active, they move. What i'm getting is that Sprites are not loaded until the Layout is loaded. Meaning they should not be moving.

    Because when the Layout loads, the Sprites are where I placed them in the Layout view. Which means they are not moving when the layout is not active. Yet the debugger shows collision checks.

    If the Sprites on inacvtive, future, layouts are not moving, how can there be collision checks when timescale = 0

    Im concerned about this because I don't want to melt the phones of people who get this game. Better to solve it now, then end up wrecking peoples' phones.

    Good thing that you fixed it. I am curious, what is the imagesize of your background? Is it a whole sprite? Just for future reference.

  • Phoenixbowman - Okay I understand. Can you show us a .capx file because guessing will be the only thing we can do without much information.

  • There ought to be a function that checks to see if Sprites are used on the next layout. If they are, then there should be the option to flush them from memory. That way, they're not piling up.

    Uhhm. Yes and No.

    Actually, Construct 2 adds and flushes images based on what you put inside the layout.

    For example: If I add an image of "Player1" in "Layout1" but did not add it in "Layout2" then If I go from "Layout1" and go to "Layout2" then the memory will flush "Player1" when I go to "Layout2". That is because Construct 2 only preloads or adds images from what Construct 2 sees inside the layout. Thats why if we have an event that will create objects, we need to make sure that the images of the objects are all added in the layout

  • Were your sprites "Global - Yes" ?