shinkan's Forum Posts

  • Kundi the Super Dog is on a mission to protect the people of his City from Robbers prowling on the rooftops at night.

    Help Kundi Jump from one roof to another by pressing on him and aiming at the other roof. Be careful though, some roofs are slippery, and some have Robbers on them who will push you off the roof. If you land right on top of the Robber's head, he will fall off the roof, but beware, he won't stand still.

    Collect Doggy treats on your way, and spend them on recovering the points you lost when Kundi fell off a roof. If you run out of Doggy treats, too bad, you will have to start all over again. But don't worry, you can buy Doggy treats in the game.

    So Jump in and help Kundi save his city!

  • newt that would be perfect, but unfortunately it never worked for me on my galaxy s3 mobile - with webgl on or off it shows just black screen (using XDK).

    TheRealDannyyy for that to work you need two (or more objects) placed in row that will constantly wrap around to make a scrolling seamless. But sometimes (I made quite a few tests in the past) browser jerkiness, slight dt fluctuations or even spawning few objects in same tick could lag one of the objects with Wrap behavior and then you wuld start getting holes between wraps.

  • If it's just one and the same background repeating itself then you could look at Construct 2/Templates folder. There are few templates that uses tiled background to to that.

    Wrap behavior is not a good option for a seamless background.

  • I'm using official IAP - just as a "remove ads" button. Still in google play Alpha mode, but so far it is working just fine. Tested on Samsung Galaxy S3 and Sony Xperia Z2

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  • or without a variable -> Y = loopindex*32

  • How big?

    When I'm going between layouts (main map <-> sub maps) On leaving the layout I'm saving to a Dictionary:

    • Dictionary with all my variables
    • Array with player characters infos
    • Array with Inventory state
    • Array with NPCs
    • Array with NPCs that can be respawned
    • Array with keys used in game
    • 6 tilemaps - 4 different tilemap objects, each max 1920x1920 in size on layout

    and then on loading next layout I'm loading everything back from that dictionary - that is really 1 huge dictionary. And it takes max 3 seconds to save and load on my old Samsung Galaxy S3 mobile, on PC it's instant.

    So I don't know how big stuff you must have to tak a lot of time to save/load.

  • Here's array solution

    To save

    On key S pressed -> Array: Set value at 0 to Tilemap.AsJSON

    To load

    On key L pressed -> Tilemap: Set JSON string from Array.At(0)

    and that's it.

  • You shouldn't do that. Exporting your games to dropbox is good if you want to test it yourself or with few friends only. If you make your game publicly available for everyone then your db account may start having issue with traffic etc. and may make your db stop working at all for few days.

  • I was doing almost that, saving a tilemap as json to dictionary or array, and then load it when I need it - on same or different layout, without any problems whatsoever (did not test with newest stable C2 version). So probably there is a problem in your events, cause I don't think Ashley changed something in tilemap recently.

  • If it used to work fine and suddenly broke then there are only to solutions for that: 1. bug in C2 or most likely 2. your events.

    I'm writing most likely because you wrote "Instead my game freezes but the camera is still able to move once the player falls down." which clearly indicates mistake on your part. Unfortunately your description is not enough to get more help on that matter.

  • Could someone please in his/her spare time have a look at this and if possible convert it into a C2 plugin.

    It's a plugin that allows you to check if an app is installed on the user's device.

    https://github.com/ohh2ahh/AppAvailability

  • newt didn't test it myself, but from what I see:

    NWjs win64 folder = ~140MB (+ your game content)

    crosswalk64 folder = ~95MB (+ your game content)

    Since they use same stuff basically (chrome, etc) looks like it's roughly 50MB lighter.

  • Looks like we gonna have a new solution for exporting to the windows desktop soon.

    https://crosswalk-project.org/blog/crosswalk-windows.html

    Current XDK early access build v3172 already have this implemented (Intel XDK Early Access - Release - 2016 April 07 v3172)

  • "www" folders inception is pretty serious now. Even using rd /s www from command line won't delete them. I guess it's time to restart and enter safe mode