rayray's Forum Posts

  • Yeah i've actually tried that but i don't like the way it closes because, as mentioned before, the game turns to a white screen and then closes. It doesn't look great to be honest.

  • I've found the 'On mobile back button pressed' action and used that to close browser. Must admit, not a fan of that as what happens is that as you press the back button, the screen turns white and then closes.

    Much prefer the CocoonJS way, where is asks if you want to exit when pressing the back button and doesn't have the white screen. It looks more professional that way.

    I find it odd that having the back button to exit isn't automatically there with Crosswalk, it just seems something normal to have with all apps.

  • As the title says, Is there a way of making my app/game detect when the phone Back button is pressed to exit the game? I've used CocoonJS before and that works fine but doesn't do anything with Crosswalk, is this something you have to enable?

  • I've just compiled my game with Ludei (haven't uploaded to Google Play yet) and i've come across an issue where my full screen ads repeat 3-4 times when playing. When my full screen ads are 15sec videos, as soon as it finishes it starts over again. With full screen ads that aren't videos, i end up pressing the close around 5-6 time before i can continue playing.

    With my full screen ads i have one playing after every 6th time you get to the game over screen via global variables, this is how i've set it up

    (Event) System - RetryAD = 6 (Action) CocoonJS - Show Full screen Ad

    (Sub Event) CocoonJS - On fullscreen Ad shown (Action) System - Go to Game Over

    (Action) System - Set RetryAD to 0

    I don't know why it plays my ads the way it does, has anyone else had this issue?

    I've set up Mopub & Admob from the following link (remove the spaces) if that helps -

    https: / / www .scirra. com/tutorials/1024/mopub-integrate-admob-in-your-cocoonjs-games

    I don't know if will sort itself out once i upload to Google Play but could do with some help on this...

  • Thanks for the replies, hopefully once i compile the game the issues will iron out and run fine.

  • I wanted to know how reliable are the performance of games when testing on CocoonJS Launcher?

    I've used CocoonJS Launcher to test my game on the phone, for the most part it runs OK but there seems to be some slight lag and a couple of glitches when testing on the app that i don't get on my PC.

    I understand my PC is a lot more powerful so it'll run much better but it's kind of difficult to work out why it lags and why there are some glitches when using the Launcher.

    I've managed to bring my memory usage down to 10.4mb from 20mb, which seems reasonable so i was hoping that the game would be running smoothly on the phone.

    Are these occuring because i'm running the game through the app? Will the performance get better once i finish compiling the game on the Ludei website?

    I've tested the game through Intel's App Preview and the performance on that is much worse than with CocoonJS so i'm hoping it's just the CocoonJS Laucher app thats causing this and that it'll work better when it's compiled.

  • Thanks.

  • I've got an autorunner game with obstacles, and i wanted to know whether i could set my obstacle height based on the number of sprites rather than multiplying the obstacle height through expressions to generate the height (hope that made sense).

    Right now, how i've got it, it works fine with regard to the height that the obstacles spawn at but i'm not a fan of the sprites being clipped if the obstacle is spawned at something like 2 and a half sprites. This reduces what i can use as an obstacle as i'd have to use a seamless block to make it look any good.

    I've provided a capx file with obstacles so hopefully someone can help out.

    Basically, i wanted to so that my obstacles can be randomly spawned 3 sprites high, or 2 sprites high etc.

  • That was so simple and works great. Thanks

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  • I have an Autorunner game and i wanted to add a post-hit invincibility feature to the game.

    I've got currently got obstacles in my game that you need to avoid and if you touch the obstacle, your health decreases by 30 (full health is 90). I've added Flash behaviour to my player so that when you collide with the obstacle, the player flashes.

    I'm struggling to input post-hit invincibility into the game, i don't know how to go about it.

    What i've tried is creating an event where if the player is flashing and they collide with an obstacle, then it adds 30 to the player's health to counteract the players health descreasing (hope that makes sense).

    I've provided a capx i quickly made that show what i''ve done, hope someone can help.

    Thanks

  • Thanks. I've sent my capx to your email address.

  • Yes I am using the same box I copied and pasted it, I just painted it a different colour so it's more clear to see. My capx file is over 2mb so I can't post it here. I could maybe email it to you if that's OK.

  • Thanks, that works quite well but i have a few issues.

    It works fine on the Autorunner template, but when i try to implement this to my Autorunner game i get problems where some of the blocks disappear when i'm near them, while others stay. This may be because I tweaked the platform coding from the Autorunner template, i'm not sure. I've posted a picture from my game where i've inserted what you've done so you can see if there are any issues.

    I also get issues where some of the blocks are extremely high that they go off screen. I've tried changing it from (1 + random(3)) to (0.5 + random(3)) but the blocks are still too high. I think this just requires tweaking, so i'll have a go on that a bit more.

    Also is there a way to make these occur a bit more frequently?

  • I had an idea for my Autorunner game which i'm struggling to implement, so i hope someone can help me out.

    I have my Autorunner game, which is pretty basic where you jump from platform to platform and see how far you can get. I wanted to add to the gameplay by including platforms that have obstacles that you need to jump over, and you get extra points for jumping over these obstacles, I want it so that those platforms can appear at any time.

    Just to give an idea of what i'm after, you're playing the game as a normal Autorunner, jumping from platform to platform and every so often you'll end up on a platform where you have to jump over obstacles to get past (These platforms are longer than the usual ones but can vary as to how long they end up) and then return to jumping from platform to platform and so on.

    I've found a capx on the forums that more or less has what i'm looking for with regards to having a platform with obstacles to jump over, which i've posted (Credit goes to the member who posted it, i apologise but i can't find their username even after searching for it again)

    I'm basically looking to apply this game into the Autorunner game. I would appriciate it if i could get help on how to do this. Any examples using the Autorunner Template would be helpful.

    I've edited this capx as it was in Polish, and i also tweaked the gameplay a bit and changed the sprites so that they match the Autorunner Template.

    Thanks for taking the time out to read this, hope i've made clear what i'm after.

  • I'm creating an Autorunner game and i wanted to add a feature where the game speeds up gradually after a certain period of time.

    What i'm looking for is something like after 15 seconds into the game, the gameplay will start to slowly increase in speed and will continue to increase until a certain period of time or speed, at which point the game will continue at that set speed.

    Is this possible to do? I would appriciate an help on this matter.

    Thanks