dop2000's Forum Posts

  • Set "Default Controls=No" in the behavior properties on the enemy.

  • It depends on how many math operations you need to support. If it's only "A+B", then it's easy. Use tokenat() expression:

    int(tokenat(text,0,"+"))+int(tokenat(text,1,"+"))

    However, if the text can contain other operations like "A+B*C-D/E", then it will become really difficult to do with events. You can use a JS library though, for example this one:

    mathjs.org/docs/expressions/parsing.html

  • This will load an image into frame 5. If you need to load images for all frames, run this is in a loop.

    .

  • Try googling the error, there's a lot of info about it:

    net-informations.com/q/mis/scheme.html

  • You can try getting Logcat log from the phone. It's possible that you'll see some error message there which will explain the long loading time.

    Are you using any external plugin like Enhance, analytics etc.? It may be trying to establish connection with its server at startup.

    EDIT:

    Just saw your other comments, it makes sense now - there are too many objects, layouts, event sheets. It takes time to read them all.

    I have a pretty large game for Android, and the data.js file in the apk is only 700Kb.

  • Works for me:

    .

    If you need multiple parameters, add them with "&"

    ?param1=111&param2=222&param3=333

  • What the first action ("Go to URL") is for? You need to remove it. The rest looks ok to me.

  • If you upload the game to facebook, you can't use debug mode. You can use Browser Log Spritefont.Text to print the text to console log. Press F12 in browser and check, maybe this will give you the idea of what's going on

  • Depends on your level configuration. For example, you can do this:

    Set camera x to clamp(lerp(Self.X,Player.X,0.1), 480, LayoutWidth-480)

    or

    Set camera x to max(lerp(Self.X,Player.X,0.1), 480)

  • 3. When I enable "unbounded scrolling", my background does not cover the entire screen and there's white spaces. My layout and viewport size is 960x 540.

    This is the problem. Your layout size is the same as the window size and you don't allow to scroll outside of it.

    You need to make the layout size bigger - the same as your level size. Or enable unbounded scrolling and limit camera movement.

  • Correct, you can only show a static text/picture.

    Another (difficult) option is to remove all heavy graphics from the layout. When the layout starts, you can show some loading animation and start creating all objects via events, one by one with "Waits" between them, allowing the loading animation to play.

  • Ok, so how do I create a loading screen?

    If you have a lot of graphics and you want to pre-load it for the next layout, it's not possible.

    You can display "Loading.." sign on layout A before switching to layout B.

  • Try making it very wide and tall to fit several lines of text (just for testing). It may be possible that there is a line break before the last name and that's why it doesn't fit.

    Also, check in Debug Mode what text is in this object.

  • Ok, so in the example, when I pick a layout to go to, go to a loading layout and use the "load layout images" action?

    Unfortunately, no. You can only preload images to use in the current layout. As soon as you switch to another layout, the memory will be cleared, and then all images from the new layout will be re-loaded again..

    I have seen many games where there is an option for quality (usually high, medium, or low).

    There is a GFX plugin which allows you to change graphics quality. I only tested the included demo project, but it looks impressive.

    I believe in most games "quality" means different things. For example, on low quality you may disable some effects, remove some particles or decrease their spray rate, replace background images with lower resolution versions etc.

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  • newt I believe, on export all sub-folders are removed. All files are stored in the root folder.

    PabloDev, press F12, see if there are any errors in the console log.

    Also, on export the file name may become renamed in lower case. Try "fondoestampado2nive14.png"