GeorgeZaharia's Forum Posts

  • who said intelxdk will close their doors? from what it looks on their official website and product development their here to stay. i couldn't find anything related to intel xdk being drop'd anytime soon. am i out of loop? :O

    by retiring is this what you meant? (XDK will focus on IoT Apps)

    P.S i think you could get the same cordova compiler from GitHub if im not mistaken i still have a small compiler in my pc around here pulled from GitHub, it makes all html5 games into APK ready to be signed with android SDK which once you got the apk is easy to sign it. and it doesn't give u a arm or x86 but 1 apk that works on both, like how cordova was doing when intelxdk was a new choice for C2. (not sure if you remember that).

    Edited: so my choice would be this one here ht5ml to native apk if intelxdk would drop the android support compiler solution they have.

    i hope my input help if not, sorry i have no clue!

    P.P.S and the good part on my solution is that you can improve it also as you want if you know JS - plus are benefits and i kinda cant see a downside to it... once you set a certification signature for android SDK no limit on how many APK u can export, plus alteration of the source code without any limitations, of course there is that where nobody will probably pick it up and support it since the original maker, seems to have drop'd it for some years now. but i think would still be a good tool to have until something better pop's up. (yes i tested it, a few times needed a apk and intelxdk was offline for update or something. and was working perfect, however i only used the unsigned apk since i only needed to test things on mobile and not publish).

    to use it just follow the official quick instruction

    [quote:1j7m9vbb]Quick Instructions

    Wipe the contents of the directory 'html5' and put your own app there. Image folders, javascript, whatever you want. There should be a file 'index.html'. The default app is Chris Wilson's WebAudio API synth.

    Now run go.bat. An application called app.signed.aligned.apk will be generated and you can install and run it on your phone. The APK is quite big because it includes a cutting edge version of the chromium browser, with asm js, WebGL and WebAudio.

  • if you dont have a local variable such as score/value/etc on each card, then go for multiple cards as frames in 1 sprite. you save events later, but the moment you add variables for each card and gets values from it then stuff complicates and is easier to manage having independent sprites.

    P.S if your card value is the same as the frame position number then no biggie you can use the frame number as a value for counting cards and setting value of it.

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  • sintax seems good, its a positioning issue, try enlarge the preview screen and see where actually spawns, do a 5000 preview pixel width and see if something appears outside,

    also is there any condition that destroys the objects created if their outside? it might be the objects are created just a tad bit outside the area u want them and being deleted.

    if you have a capx of it we could take a look at it, or send it in PM if you dont want it to get public.

  • try using instead of dt -> a fixed value 0.1 or 0.2

    dt is frame rate dependent which may go up or down based on device it runs and how intensive is the game.

    that means it wont add only 0.1 but can also add 0.12 or 0.112341 or 2.123 which will surpass the math your using there...

    also another factor would be that tempo is changing everytick and there is not enough time for the bellow conditions to happen, since by the time they are triggered tempo is already changed.

    see if you add to tempo every dt or 0.025 what happens. as a second solution.

    P.S when you say long run what that means, time frame i mean? i played for about 1 minute (painful 1 minute cause i cant predict the cars coming in which after 5 -6 hits you die and game resets) everything looks ok here.

  • the reasons i seen where this two:

    1 text are heavier as cpu usage atleast in my tests. it might be that text object might be faster by 1 kb or .0.01 on my test was way faster with spritefonts.

    2 text font, is not supported on mobiles, its always going to look as arial instead of the custom font you set it in the template(example: Miryad pro bold size 30).

  • it might be that the memory use is to high(and phone just cant handle the loading process), 1 gb memory usage is pretty big even for most newer mobile phones.

    the image size or project size you can cut it off with png compressors, like tinypng and so on.

    i really cant tell without a proper info outside you offered. might be the compiler settings also. it depends.

  • pick all by comparison expression should solve this

    condition or expression should look like the following

    pick all by comparison

    sprite

    sprite.animationframe = 1

    action

    text1 set text to pickedcount

    =========================

    pick all by comparison

    sprite

    sprite.animationframe = 2

    action

    text2 set text to pickedcount.

  • if your using platformer behavior wont work, since the following will occur:

    1 you will land yes, but you will still be falling, which conflicts with the landing of platform behavior and nulls the jump

    2 your still falling

    fix

    instead of platform jump

    use platform set y vector or something like that and push it automatically at what force you want.

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  • ball on collision with object wait 0.01 add score 1

    make sure the scoring is at the bottom of the entire event system, so the wait wont affect other events.

  • nah just miss-usage on browser popups. just select all tabs from windows bar and close all in 1 shot. or use prevent popups in browser.

  • distance(enemy.x,enemy.y,player.x,player.y) < 200

    enemy >rotate angle towards pos player.x,player.y - speed 10

    subcondition every 1.2 seconds - create bullet at imagepoint 0 /set angle movement enemy.angle

    =====================================

    event condition separated for bullet or you can add it in action above on every 1.2 seconds when bullet is created automatically gets the angle.

    =====================================

    bullet on created set angle movement enemy.angle

    =====================================

    bullet actor must have bullet behavior on it.

    you can add a event for bullet getting destroyed

    =====================================

    bullet traveled > 500 px

    or

    bullet on collission with player - action destroy.

    =====================================

    and a event for player life substraction you will need a localvariable or a number set on the player.

    =====================================

    player on collision with bullet substract "your value" from life

    =====================================

    thats the simple code. you will need to adapt that to C2 event system. but its mostly what the event language looks like.

  • depends, many websites its good, but you first have to choose, which portals, see how the community of the portal is reviewing games, and what is their involvement, that is, if there is a community. if you want to upload to gameportals without a community, like the type of arcade games, which is spread all around internet, then yea as many as possible, fill it with ads and just wait to see what comes from it.

    if you mean, portals like newgrounds,kong,scirra, etc ... i dont know many as i dont really upload finished games,

    but so far what i seen from my demos posted:

    kongregate community is barelly checking new games, unless is some epic game that was featured in steam or some gamedb.

    newgrounds, could be the best choice, however having the kids there learning to code, theyl rate your game bad untill the point is automatically removed even if its a good one.

    scirra arcade can give u some coverage however is not that big, since community here is not about playing games, but making them.

    FGL is more of selling games, and is not publicly available,

    so your best choice would be to place it if its a free game with ads on as many arcade portals as possible, the type of portals like miniclip or themebasedgames/html5games etc etc .

    it all depends what you want from the chosen portal u upload to.

    the bigger the community the bigger are chances that your game will be brutally rejected. even worst... you will have the chance of ruining your reputation as a developer/business. but now all depends on your game, and what you want to achieve(its like 5x time i said it lol, i might have some speech impediment- )

  • pretty decent, reminds me of the first GTA with top down view, without the shadows.

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  • its not the size of apk, is the audio files, disable pre-loading audio. and see if that works.