DevDan's Recent Forum Activity

  • Hi,

    Try put this in the Styles Property of the iFrame object properties:

    border:0;margin:0;padding:0;

    and this is my html on server you could try similar (i'm not sure if both are required, but mine autosizes with leadbolt ads and crosswalk):

    <!DOCTYPE html><!--HTML5 doctype-->

    <html><head>

    <head>

    <title>Leadbolt Framed Ad for Android Games</title>

    <meta http-equiv="Content-type" content="text/html; charset=utf-8">

    </head>

    <body>

    <div style="position: fixed; top: 0px; left: 0px; width: 438px; height: 64px;">

    <script type="text/javascript" src="http://ad.leadboltads.net/show_app_ad.js?section_id=012345"></script>

    </div>

    </body>

    </html>

  • Thanks pxzin for pointing me in the right direction

    I worked it out, just added a layer0 for the background image. Then a layer1 on top with the image that needs to be erased. set a brush sprite object on layer1 to Destination Out blend mode. Similar to the Lighting C2 example. Too easy!

  • Hello

    I have an image that I want to swipe over and the section that is swiped is cleared(or section made transparent). Like a paint brush eraser action. Does any one know how to do this without any WebGL effects used? I have the swipe events already.

    Thanks in advance!

  • Ahh perfect. Thanks Will be a good start for my kangaroo hopping

  • Hi,

    I think I haven't had much sleep to work this simple objective out. All I want is my player sprite is to jump left or right when touching the left or right of the screen. I have pinned invisible boxes left, right and above his head to take on the simulated actions. I don't want the player to be able to walk left or right, just jump left and jump right or jump straight up if touching directly above his head. ANy ideas? This is what I have so far... but it will jump the first time then just goes left or right without jumping.

  • Yeah same concept, that's what I'd start off with haven't done an auto-runner game yet though.

    I'd use the load/save game state to save your position on launching a quiz layout on collision and then loading on a correct answer. Probably didn't need that hitAnimal global variable. see capx attached.

    Have fun!

    DevDan

  • oh sorry I thought I read infinite jumper not endless runner lol. my mistake!

  • Hi Astroboy,

    From looking at the infinite demo example, you could try adding the highlighted parts below in it as a start...

    However you setup your quiz response, I just put touch sprite to test in this case:

    Cheers

    Good luck!

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  • Thanks Ashley.

    I've used these two tutorials to overcome this for Twitter and Facebook, if anyone else experiences this issue too:

    https://www.scirra.com/tutorials/908/fa ... php?page=2

    https://www.scirra.com/tutorials/927/tw ... ser-object

  • Hello

    Can you Move to SD in android apps settings in C2?

    Is it technically possible do you know? Get comments the apps take too much space?

    Thanks

    Dan

  • So mines pretty simple, not sure if it is the most efficient method. runs smooth on my S3.

    First I setup if the Black Tile touched is the lowest Instance UID, as you can't touch any other black tile until the lowest is touched first.

    Set instance vars on black tile: IsLowestUID = bool false. InstanceUID = 0

    BlackTile object - Pick Instance with lowest IsLowestUID -> set IsLowestUID to True

    Else

    Set to IsLowestUID False

    Create GameMode global var as text.

    Create GameOver global var as number=0

    Create ClassicMoveTiles global var as number = 0.

    Then on touch blackTile:

    On Touched BlackTile and BlackTile Is IsLowestUID and GameOver=0->

    Subevent ->

    GameMode ="Classic" -> set ClassicMoveTiles = 1

    System Every Tick ->

    Subevent ->

    GameMode="Classic" and ClassicMoveTiles=1

    -> set y to background.y + tilespeed

    -> set y to blacktile.y+ tilespeed

    -> set y to whitetile.y + tilespeed

    Subevent again ->

    Background y>=0 -> set ClassicMoveTiles = 0

    -> set background y to -195.1 (this value depends on your bkground object position, have to play around)

    -> call GenerateTiles function.

    On touch WhiteTile and gameover =0 with trigger once -> set whitetiletapped=1 and gameover=1 (or call your gameover code)

    If they didn't hit a whitetile and just missed the black tile past the screen, flash the tile they missed:

    System Gameover=1 and whiteTiletapped=0 -> set y to background.y-200. set blackTile to blacktile.y-200, set whitetile to whitetile.y-200

    subevent -> blacktile pick instance with lowest InstanceUID -> blacktile flash

    hope that all makes sense i've quickly typed it out. pm if need any other help dude.

    cheers

  • I created GemTap game on playstore which is same as don't tap the white tile games:

    https://play.google.com/store/apps/details?id=com.mrcoparmsgmail.com.gemtap

    I created 4 sprite objects as my tiles outside of the layout up top. Once lined up i setup a 4x1 array with the x-coordinates of the 4 sprites. set tile y value to a variable say y-coord

    set tilespeed = 7

    on every tick -> set y of tile object = tile.y + tilespeed

    at a point when you need to generate the next line of tiles (I detect when my background behind the tiles y value reaches -195) call a function to generate the next line of tiles:

    create tile at (array(i),y-coord) with i=0 to 3

    maybe i can write up a tutorial on how i did gemtap if it would be any benefit or interest to any one

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DevDan

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