Headbang Games's Recent Forum Activity

  • I really don't know what i am doing wrong.

    I am working on a vertical climbing game, it's a 800x480 fixed window/layout, i am spawning the level randomly outside the layout and pushing it down with the bullet behavior and destroying everything below 900px.

    my game runs most of the time on 60fps, with minor drops (not less than 55), object count starts at about 50 and builds up to about 300 max.

    collision check is ranged from 800-2000.

    but still when i play it on my computer (web-chrome) or on android with intel XDK i get jitters from the bullet objects, it seems to not be connected to amount of objects or collision checks.

    here is the game:

    Jasper Jump

  • Pode

    Here is a little update for this plugin, new action:

    Simulate open, for using other sprites as triggers.

    This is a bit of an hack, one thing i noticed is that the canvas loses focus after pressing cancel or loading, so just add in the your on file changed/loaded events- a browser focus action to get around it.

    dropbox.com/s/dd9o88k2fzw7dhj/pode_filereader.zip

  • here is one approach, but there are many others:

    dropbox.com/s/5kgz14opn7d8lvx/zoom.capx

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  • That's great, THANKS!

  • ALI3D69

    These are all known issues and being taken care of, check in from time to time to see updates (in this thread)

  • Here is the android version exported with Intel XDK, works good, but audio volume is low, so use headphones, enjoy:

    avishaymizrav.com/time/time.apk

  • Kind of a silly question but, is there a way to stop/exit the app on the 'test' tab or at least mute the sound?

  • IntelRobert

    About the UserMedia plugin, there is an html feature called MediaStreamTrack.getSources, it allows the user to select sources of input (multiple cameras) it is not yet integrated in construct 2 (though i sent a mail to the support team and it has been added to the to-do list).

    I've made a costume plugin to support this feature, it works fine when using on chrome but not on the XDK, here is an html+js sample on how to use it, you can put it as is in a new XDK project and see how it works (on XDK choosing both user+environment cameras activates the user(front) camera).

    simpl.info/getusermedia/sources

  • Ashley any thoughts on the subject?

  • Solved, don't put a "?" in the game title.

  • I have used the xdk before with no problems, i updated construct to 156 exported and rebuilt my project, when i try to download the link (from the xdk or from the link sent to me by email)

    I am getting an error message:

    This XML file does not appear to have any style information associated with it. The document tree is shown below.

    <Error>

    <Code>AccessDenied</Code>

    <Message>Access Denied</Message>

    <RequestId>617413693D366060</RequestId>

    <HostId>

    226yaOBq5CEiu6mq3etknLRoYOkFdhtAHuHg/Z7GivNastasmgGn8INeNa/25BHM

    </HostId>

    </Error>

    Anybody knows what is the problem?

  • I am using the userMedia plugin on a mobile game using android 4.2 and chrome, when i request and allow the camera it opens the front camera with no option to switch.

    In firefox on android 4.2 i get to choose front/back.

    In chrome on android 4.4 it sends me to os camera app and i have all the feature accessible from there.

    Is there a way around it?, can i force userMedia to request back camera?

    Thank You.

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Headbang Games

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