MPPlantOfficial's Forum Posts

  • >

    > What is "Webview?" the default browser I have on my CAPX file is Chrome. Should I switch to Default?

    >

    It displays web pages to put it simply. Google the term to find more detailed information. Here's one link: https://developer.android.com/reference ... bView.html

    Yes I did search the term but I don't know how to actually implement that upon exporting CAPX.

    So I'm supposed to set browser to default and select Android 5+ then that Webview thing will automatically be included thus decreasing my install size? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Yo I never got any responses to my cadburrygames questions even if I bought the plugins.

    Just use regular plugins instead.

  • > I only have android 4.5. I will try that Cocoon io .

    >

    Then you'll have to make friends with the Chromium browser bundled with your game. This is the most efficient way of running HTML5 code as an app. I don't think that either of the options we listed in this topic will free your from that additional size. In 2016 that +20-30MB shouldn't be a problem. And if you target Android 5+ then the WebView is already on the phones, so your apps can be smaller.

    I built my games without Crosswalk and got a 3.5 mb APK. 12 mb when installed. However I did notice very long load time opening the games.

    What is "Webview?" the default browser I have on my CAPX file is Chrome. Should I switch to Default?

  • > Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

    >

    > I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

    >

    > What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?

    >

    Do you have Android 5+? Try building without Crosswalk.

    Also there is Cocoon.io and PhoneGap to try.

    I only have android 4.5. I will try that Cocoon io .

  • Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

    I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

    What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?

  • Marketing is everything. EVERYTHING.

    That's why endless, runners, swipers, slingshots, jumpers, humpers are still the hot sh*t.

    Just when you thought the Match 3 market has been CLOSED by Candy Crunch, new ones with different themes still seem to be sought after.

  • >

    > > If the file is big, check your graphics, transparencies and FX, maybe there is something that is eating up a lot of space?

    > >

    >

    > you mean during the intelXDK process?

    > Thx anyway for reply hehe.

    >

    Don't waste your time. The XDK / Crosswalk process adds 18+ mb to even the smallest of games. A stripped down version of chrome is used so that our apps run on devices.

    I have apps written in code that are compiled at less than 1mb using Eclipse, that same app in XDK / Crosswalk is 20mb.

    It is what it is

    Please tell me more about this "Eclipse" compiler.

    Today I just built an APK using XDK from a 3mb sized folder, the APK size was 25mb and a whopping 75+ mb when installed.

    So I built another prototype game with a 207 kb cordova folder and the output APK was 20 mb. HOLY SH***....

  • Looks to me like you should assign a Variable for the timer. For example TIME_DESTROY

    On any Touch start && | Set TIME_DESTROY to 2

    is touching SPRITE

    Every tick | Subtract 1*dt from TIME_DESTROY

    TIME_DESTROY = 0 | Set GAME_OVER to 1

    Also, you should select frames like: choose(0,1,2,3,4) remember that the first frame is always 0.

    random(0, 5) will at one point be greater than 4.5 which if rounded up will garner 5. I don't know what frame will show if that case; possibly frame 0 or frame 4.

  • That guy Backendfreak you save your images at 1.5x the size you want to use so that it doesn't look like **** when stretched.

    I save them at about 1.2 for memory saving and they seem to look ok.

  • Looks to me like:

    SPRITE on Ghost_Effect = 1

    Every x seconds SPRITE spawn SPRITE

    SPRITE on Created

    && SPRITE Instance =/= 0 Set frame = Current frame, Disable Movement, Start Fade

    You could also create a separate Ghost Sprite so it'd spawn Ghosts instead of the same sprite if it's not too much extra memory

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  • 24 hours, Yo!

    Bump! >; )

    EDIT: 24 h + 5 Minutes too late... : (((

  • Did the image origin move?

  • Hey guys. I've been trying trying to create a proper chain link from scratch since I'm having a hard time getting the PIN function to work the way I want to.

    So what I did was put the origin of a single link close to the front and used that for positioning as well as angles.

    Right now I have a hard time figuring out how to CONNECT THE TWO CHAINLINKS.

    I also want to know how to CREATE MORE CHAINLINKS when both the balls are far enough from each other but I don't know where to begin.

    I hope you guys understand my problem. Thank you.

    CAPX: http://s000.tinyupload.com/?file_id=050 ... 9750723852

  • "----live without you?

    I want to know,

    How do I breathe without you?

    If you ever go..."

    In all seriousness though, you can't make them find paths EVERY TICK because they only start moving after the "ON PATH FOUND" event. Even with 6 sprites for me, simultaneously using the pathfinding behavior would cause slowdown.

    Also, it would take a good amount of memory to implement it with 100 soldiers. Line of sight might be a better option for what you're trying to do. Try it with 20 soldiers first and see how it goes.

    Create a text and use this:

    "fps: "&fps&newline&"Cpu: "&cpuutilisation&newline&"Mem: "&ImageMemoryUsage

    line to track your memory and slowdowns. If it's too much slowdown, you may want to implement a more stupid ai first

  • You can do all that but if you really want to do it in private:

    1. Export and Build the game using the Intel XDK Method (You'll find many tutorials)

    2. Bluetooth the build on your phone.

    3. Go to a dark room and lock the door

    4. Test your game