Chadori's Forum Posts

    • Post link icon

    speardev - I've been a Construct 2 Game Maker since 2014 and since admob has been fixed recently, I can now add admob easily on android devices.

    • Post link icon

    or come on Skype ali.friend40

    Could u please tell me what is your experience in this programme Construct 2

    and could you add admob easily and compile to android

    Yes I can add admob now since it is fixed in Construct 2. I have been using Construct 2 since 2014.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I am trying to decide if I will upgrade my crosswalk apk from IntelXDK to Cocoon.IO . The only thing making me hesitant is if my app from crosswalk IntelXDK (that will be upgraded to Cocoon.IO) will accept the update on GooglePlay or Device when I build it on Cocoon.IO? So will my IntelXDK crosswalk app be updated or accepted by googleplay for updates if I decide to build an update of the app on Cocoon.IO?

    • Post link icon

    Hi developer could we speak please

    Me too. I like to know more about this opportunity you are talking about.

    • Post link icon

    speardev . Can you tell us more? This might be interesting.

  • It didn't work straight away because I am having to change some other events like "jumpthru platform" which is used to stop my player falling down ladders but now he cant get high enough up the ladder to get to a higher platform but it just needs the size changing a bit I think because this happened before.

    I am sorry but I am having a hard time understanding what you mean. If you could provide a capx or a screenshot or an explanation would be nice. But technically, The default way(Arrow buttons) and doing it manually(W,A,S,D using keyboard) are just the same. We only replaced the buttons.

  • But I will not sign it , it's just for testing, I will not upload it to google play .

    Either way, you still need to sign it for it to work on an android device. Since it is only for testing, no harm done if you sign it with a dummy IntelXDK account. And if you decide to publish it, then you can make a real account for your exporting.

  • , the cause is that you did not sign the APK. You always need to sign the apk for it to work on devices.

    Btw. It is better if IntelXDK signs your APK for you than doing it manually if you are using Construct 2 Cordova Crosswalk. Since you are not making your game through Android Studio which has a 100% working APK Sign Tool then there is a high chance your apk will not be accepted by GooglePlay even with the APK Signer Tool (which is not working anymore). Unless you are familiar with the command prompt to sign your apk that way, you should let Intel XDK sign your apk and you can just download yout Keystore later.

  • Do I have to enter A to move left, D to move right and W to jump manually or is there a easier way?

    If you are using the Platform Behavior or 8-Direction Behavior then the default controls are only the arrow keys. But you can turn them off and replace them using the keyboard plugin.

    The answer to your question is "no". I don't know what's complicated about doing it manually.

    The events are simple: (8-Direction Behavior)

    *When Key "W" is down -- then

    --> Player Simulate control "Up"

    *When Key "S" is down -- then

    --> Player Simulate control "Down"

    *When Key "A" is down -- then

    --> Player Simulate control "Left"

    *When Key "D" is down -- then

    --> Player Simulate control "Right"

    The events are simple: (Platform Behavior)

    *When Key "W" is down -- then

    --> Player Simulate control "Jump"

    *When Key "S" is down -- then

    --> Player (Fall Through)

    *When Key "A" is down -- then

    --> Player Simulate control "Left"

    *When Key "D" is down -- then

    --> Player Simulate control "Right"

  • ShinobiSlash As far as I know, there are still no tutorial about this. But I made a sample capx as a guide for you.

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

    This shows one of the uses of Layout Scale / Scale Rate and Layer Scale / Scale Rate. There are still many combinations you can try to make it more scenematic or other purposes.

    In your case you can ignore layer scale if you want to zoom all objects to zoom the entire windows, like from 480p to 720p. You are only going to use the Layout Scale or Layout Scale Rate, whichever suits your needs.

  • Hi everyone.

    I'm not really sure if this should be here or if this is a bug/glitch related to the canvas plugin, but I have one canvas object with origin/image point located in the middle (I don't know how it got there, but it's good-I like it where it is).

    However, I cannot seem to figure out how to create a new image point and move it to the middle-right corner. The set origin and image point button is disabled. And when I create a new canvas object its origin is always set to top-left while the button to move it is still disabled. Is it even possible to move the image point/origin for a canvas type object? Many thanks!

    EDIT: I just checked the properties bar, I can set set initial hotspot but I want to make a new image point.

    If this is about a plugin, then I think Scirra has nothing to do with it. You should talk to the developer of the plugin.

  • For example, if the Window size is 640x480 normally, but for certain stages/levels, I want it to zoom out a bit (like to 800x600). Is there a way to go back and forth without changing the window size for the entire project?

    If you just want to zoom you can use layer scale and layout scales to do that but If you want to scale with a specific amount of size, then you are going to need canvas size and you can just set it back to normal when you leave the layout or etc.

    Note:

    1) Out of the two, I prefer layout scale / scale rate or layer scale / scale rate better than changing canvas size because the change of scale applied on a layout/layer will not affect others.

    2) If you are using layer scale and you don't want to affect the change of scale of a specific layer onto other layers then make sure the layer name of the specific layer of you are zooming is unique.

    3) You can use layer and layout scale/scale rate to make dramatic zooms and pick specific objects in a layer or layout to be zoomed.

  • Forgot a title, sorry.

    Hello,

    i would like to create an app with different unlockable levels/characters etc. What's the best/most efficient way to do this? Creating different layers for each level or storing level data somewhere and fetching it when needed? Does anyone has experience with this?

    So far I stored every single level data in an array and fetch it when needed but I am curious if there is a better way.

    Thank you!!

    That depends on your game but most level games are made by layout per level, especially on RPG or Open world games.

    Note:Layout per level games are more efficient in terms of object count.

  • You'd have to see what you could change with system actions. Maybe changing the view size might do that, but you'd probably have to change the zoom to compensate so things appear the same size to the player. The question is would that affect the performance at all.

    No, I don't think this will help the gaming performance and just make it complicated. I'll just leave it as it is for now. Since there is still no options for this. Thanks anyways XD.

  • R0J0hound - There are rarely particles in my game and no effects because I only use blends and few objects on screen. So there should be no problem there, Because my game is sized (1280x720) causes other phones problems because to adjust to the game scale size the sprites were also made bigger. Is there a way to reduce pixel of any game for example: Low quality (360p) Medium(480p) High Quality(720p - Original) ?