mekonbekon's Recent Forum Activity

  • Sorry, that was a C3 demo; here's a C2 one:

    https://www.dropbox.com/s/1igxvu9v9d2kn ... .capx?dl=0

  • I was thinking about this same issue the other day; this might be a solution:

    https://www.dropbox.com/s/35vfsi9j0j8gw ... t.c3p?dl=0

    Each tick, the modulo (%) 10 of each sprite.IID is checked against the modulo 10 of the current tickcount and those with the same value are picked ((e.g. if the tickcount is 29, pick all the sprites with an IID that ends in 9).

    This means that each tick only 10% of the sprites are selected. You can pick less sprites per tick by increasing the value after the % sign.

    In the demo I've set it up so that the sprite's frame changes when picked - if you run the demo you can see the horizontal white band indicating the sprites that are picked.

    Now, I haven't stress-tested this to see how it fares when you have a lot of code affecting the picked sprites, but I'm guessing it should at least reduce some of the stutter.

  • AndreasR

    Thanks for the info, all very helpful

  • Hi,

    I made a few guides for that. Just see here.

    https://shatter-box.com/article-categories/android/

    Cheers AndreasR, I was actually looking at your Android APK sigining tutorial earlier today - I wasn't sure whether C3's APKS also needed aligning (and whether that's just something that is always required of a signed APK regardless of how it's generated).

    Also can I reuse my keystore file from a previous project or should I generate a new one?

  • Bump - any help at all would be great

  • facecrime You're welcome

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  • Nice work! Really impressed with the look of this - should solve a lot of physics issues I was running into. Are you planning on also releasing a C3 version?

  • facecrime

    Like this:

    https://www.dropbox.com/s/p2rxe7wne4t5q ... r.c3p?dl=0

    You need to make sure that the layout is set to unbounded scrolling in its properties.

    You can fiddle around with the layer scale to adjust the depth of each layer. It's also worth playing around with the layer scale-rates and the overall layout scale to create some interesting effects.

  • You're welcome

  • chrisyamao

    To fade out a sound:

    add a tag "volume" to the play action for the sound

    add the following global variables and starting values:

    vol -10

    volMax -10

    volMin -50

    fadeRate -0.5

    Every tick:

    System|set vol to clamp(vol+fadeRate,volMin,volMax)

    Audio|set volume: tag: "volume" dB: volume

    You can adjust the fadeRate to change the speed and direction of the fade.

    To fade out all sounds:

    Every tick:

    System|set vol to clamp(vol+fadeRate,volMin,volMax)

    Audio|set master volume: dB: volume

  • facecrime I found that this sort of technique works better if you use scaling on layers rather than parallax.

  • Hi all,

    I'm hoping somebody can guide me through the process of getting my game onto the Play Store. It's my first solo attempt at releasing an app, so I'm a bit uncertain which path to take. I'm working my way through the Play and Android Developer Guides looking for solutions but there's quite a lot of options to choose from.

    This is the game in question: Angle Fu

    It's a bit of fun to help kids learn different angles - nothing fancy, which I figured would make it a good test-run title.

    Here's where I am so far:

    I've tested the debug apk to check that the game is performing as expected.

    I've generated an unsigned release apk using C3's build service.

    I have a keystore, generated previously when learning to use cocoon.io.

    I have a Google Play Developer account.

    I'm intending to make it free, with no ads or IAPs.

    The questions I have are:

    What is the best/easiest way to sign the apk?

    Should I be using Android Studio during the process and if so should I use the C3 Android Studio export option?

    Can I reuse my existing keystore or should I create a new one?

    Should I use Google Play App Signing?

    What assets need to be prepared in advance (screenshots, icons, videos etc)?

    What can I expect after publishing (e.g. wait before appearing in the Play Store)?

    What if I wanted to release a paid app?

    Is there anything else I'm missing?

    Many thanks in advance to anyone who can offer advice for any part of this or point me in the direction of useful resources.

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mekonbekon

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