BadMario's Recent Forum Activity

  • If you converted them to webm yourself, try importing a wav file and let construct convert it for you

  • I edited my post above, but if you don't see it try this first

    Open one of Construct's sample games, import your audio file into the game and find where music starts in the sample game, then edit the action to play your file instead. If your music does not play there then you know your music file itself is the problem.

  • It has to be a different layout, or scene ( seems that in Franch it is called scene )

    Then when you click on a button ( or click anywhere should work ), you have action go to scene > your main scene

    Sorry, looks like you did that, but on the right side I only see one scene

    Well in any case, open one of Construct's sample games, import your audio file and find where music starts in the sample game, then edit the action to play your file instead. If your music does not play there then you know your music file itself is the problem.

  • Try adding a loader layout with a simple continue button ( if you don't already have one ).

    When you click that button you go to this scene you have now, and music should play.

    If it still does not play, not sure what it could be

  • You have to set physics mode to frame rate independent. Even then you probably have to adjust gravity and/or some forces slightly to compensate which I have not tried yet, but I assume some trial and error involved.

    So for example if gravity is set to 10 and works fine on your PC, try setting it to 12 before testing it on your phone. When you find a setting that makes things work roughly the same on both devices, then you can figure out a ratio between frame rates and physics settings. Final step, when game starts get the frame rate of players's device and adjust physics settings accordingly.

    I have not done this yet actually because I have not had major issues with this, but that would be my workaround

  • however I think you would need a state for each item - that tells whether it is already in its fading state so it doesn't restart fade midway and look awkward.

    Just checking first and last item's opacity should do it.

    Nothing happens between a click on menu button and last drop down item's opacity being at 100

    And the other way around click does nothing until the top item is at opacity 0

  • Just use fade and set it to different times.

    Click a button and first menu line fades in in 0.5 seconds, second line in 0.75, third in one second and so on.

    Obviously set opacity to 0 at the start of layout

  • I am guessing since it's US Football, most players are from the USA and that pays ( probably ) more than any other country

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  • So far, I saw that when keyboard appears, the game scene shrinks

    Yeah, one of the reasons I designed my own keyboard. On some phones it would shrink and stay that way even after the android keyboard retracted

  • I only have that in the actual full game.

    Maybe if I have some time later I can copy just that part

  • Memory would be the first thing to look into, but he says it is only a language select secreen, so assuming he is not using that layout to pre-load everything else, how much memory could it actually be using?

  • I am sure you can do it with an invisible text box, but the text box has to be on screen and set invisible via CSS.

    Just set textbox.text and Sprite font.text to something like this left(TextBox.Text,100) will limit it to 100 characters.

    For touch input I created my own keyboard, was more reliable than textbox, one sprite object with all images of all keys, each has its own instance variable that matches the array holding the alphabet, so when you press a key, or actually touch sprite with instance var of 0, it will add letter A to your Sprite font text. because position 0 in the array holds a value of "A"

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BadMario

Member since 3 Sep, 2015

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