MikeMS's Forum Posts

  • Keep trying with exporting to Mobile platform... And this time I choosed "deprecated" CocoonJS and ludei Canvas+ and.....

    Wooooow!!! I dont expect so significant boost in performance! Yes, now I need to rebuild my in-app billing system and get premium account from them to get it worked... But, now my game at least playable at very comfortable fps and game loading time is much-much faster!

    Sorry, but with all my thanks to really great C2 and good guys at Intel - I can`t understand why Ashley is recommended to export with Crosswalk using the Intel XDK, while for this time Cocoon is the only option to make game running with playable performance... Just to compare, with my game: with IntelXDK+crosswalk12 I got about 15 fps and just unbelievably long game loading time, And with CocoonJS+Canvas+ I get around 50-60 fps and almost instant loading time. Plus to this, support of Android 2+ and smaller installer file.

    Yes, I understand that is good to have one target "engine" to run on - Chromium, but while it is too slow to work with games - its absolutely not an option. Sorry if it sounds too offencive, but after spending a lot of time and brain cells trying to get project run smoothly on Android+Crosswalk, plus, reading all posts above about lags - it is just like that.

    And a little question:

    I want to upload ludei`s build to appstore after IntelXDK builds, but got this error message:

    ---

    Upload failed

    You uploaded an APK that is signed with a different certificate to your previous APKs. You must use the same certificate. Your existing APKs are signed with the certificate(s) with fingerprint(s):

    [ SHA1: bla-bla-bla ]

    and the certificate(s) used to sign the APK you uploaded have fingerprint(s):

    [ SHA1: bla-bla-bla ]

    How to resolve this? I need to create new project in Google Developer Console to upload signed ludei`s apk? Like volcank did (few posts earlier)?

    Thanks all for patience and reading my bla-bla-bla -)))) but it realy important for me!

  • MikeMS Hi please check my tutorial on exporting from Construct2 and building at XDK. I need to update the tutorial haven't done yet sorry the exporting process is explained according to older versions of Construct2. Only you need to select Export as Cordova in construct2 when exporting. other than that I am sure it will be helpful..

    https://www.scirra.com/tutorials/1353/h ... lkphonegap

    Thanks, but no, this does not help me...

  • Hello!

    Trying to make a workable build with Intel XDK for Android+Crosswalk, but encountered some issues that can`t resolve by myself:

    1. My project has external files (jpg pics) that inside the project and when needed they loads. In testing and even in XDK emulator it works fine, but after compiling apk and starting game on real device this pictures don`t loads... I tryed enabling "file" and "file transfer" plugins but this dos not help.

    2. Game loading is veeery slow in comparison with just Android buid (maded in Intel XDK too, but without Crosswalk) and also I have less fps. But in just Android build I don`t have music and sound atall, so it does not fit.

    Thanks for any help! and sorry my english

    XDK version is 2170, and C2 - 206

  • Ashley, please! We need consumables in IAP!

  • Thank you Frosty Elk for reply! As my experiments shows - Scaling property sits not in index.html, but somewhere in data.js or c2runtime.js so having 2 different index.html is not enough, I must have 2 version of the game to go to from "landing page". Not very elegant solution but it will works if I will not find anything better!

    P.S.: Hm... I have an idea of having 2 differet index.html:

    1. index.html original exported from C2

    2. And edited index.html where game is inside of iframe with fixed size!

  • Hi! Is there any way to change Fullscreen Scaling mode (Project Property) at start of the game?

    In my case I want to use Letterbox Scale when game is running on mobile devices, and have no scaling (1:1) when game runs at desktop browsers.

    Condition "Is on mobile device" fits perfectly, but then I can`t change this scaling mode. Browser objects has "Request Fullscreen" - but it dont have option to make scale 1:1, works only "on click" and hide browser interface...

    I`m experimenting a lot with Canvas Size property and Layout Scale but not achieved desired results! Please help me find solution.

  • We have no control over the AAC encoder so there's nothing we can do about this I'm afraid - as a workaround you can find your own AAC encoder and import the .m4a files yourself.

    Yes, I`m tryed several programs-encoders (Audacity, fre:ac), but they produce the same bug with encoding to m4a... So this solution with a little gap before sound begins - is only way to make it work...

  • Looks like I found how to encode to m4a properly: before actual sound begins - add 0.05 second of silence (less gap will not take effect or will distort start of sound), and if sound is very short add a little gap also after actual sound end (this will prevent sound distortion at the end of sound). Yes, this will add a little delay in sound playing, but I don`t see another way to fix this.

  • Thanks for the link, same problem, yes. Trying to find any workaround... Tryed several converters, but have the same issue with resulting .m4a file, extending length of source audio file also does not help, so bad audio format

  • Problem Description

    I have a wav-file of button click, not loud and short, and when I do "Import Sound" C2 converts it to ogg and m4a formats. Ogg format sounds good, but m4a file - is almost quiet, or some time (on other sounds) it distort them very heavy. And this happend even when I select best encoder quality. Even more - this sound crashes Safari browser on iPad!

    [attachment=0:3ach2igy][/attachment:3ach2igy]

    [attachment=1:3ach2igy][/attachment:3ach2igy]

    Please compare these 2 files converted to ogg and m4a

    And this problem I have almost with all short and not loud sounds. Maybe need to tune up m4a encoder quality?

    Sorry my english ))

    Affected Browsers

      Safari

    Operating System and Service Pack

    Windows 7 64bit Sp1

    Construct 2 Version ID

    r195

  • Hi! Can`t understand why "resume animation" do not resume it. Here is simple example in attach.

    I just want to stop playing animation, and after some condition - resume it, but nothing works I`m using b178.

    Thanks for reply!

    P.S.: And where can I find manual about Spriter actions?

  • MikeMS, you can't do that within Spriter, but if you're using it with the scml plugin in C2, you can add any effects you want to any of the sprites that make up your Spriter animation within C2

    Thanks for fast reply, I will try this!

  • Looking good tool, I plan to use it for creating some effects in game, but I can`t find so needed for me ability to use "Add" overlay mode for sprites to make some glowing elemets...

    Will this be implemented in feature releases in spriter (or its already in it and i`m just blind)?

    Thanks for reply and sorry my english!

  • no, text links also rejected, but! use this type of link without https://

    drive.google.com/file/d/0B_0G7il-eKWBSU1QZFk2dEFmN0U/edit?usp=sharing

    drive.google.com/file/d/0B_0G7il-eKWBcllQdGRJQkhGOUk/edit?usp=sharing

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  • Hi to All! And first of all sorry my english! ))

    I meet strange behavior with 2 objects that has ScrollTo Behaviour:

    In 1-st example at start both rectangles has ScrollTo Enabled but after 1.5 sec one of them deactivates ScrollTo, but camera continue to follow mid-point between two objects instead to switch to object with active ScrollTo.

    In 2-nd example another situation - at start both objects has deactivated ScrollTo, but after Activating ScrollTo on ONE object - camera start to follow point inbetween them!

    This is a bug or I dont understand something?

    Ohhh <img src="smileys/smiley7.gif" border="0" align="middle" /> I can`t post links or attach files at this forum??? And how I can provide example files?