Rhindon's Forum Posts

  • AndreasR - I put the Acquire action on the very first layout, triggered on Start of Layout event (in a sub-event checking for if it's on an Android or iOS mobile platform. I set my phone's screen timeout to 30 seconds, and even with the Acquire action in place, the phone still times out and goes to sleep.

  • AndreasR - Thanks. I believe I already applied that but maybe I missed something. I'll double-check my work...

    Thank you for the details!

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  • I got the Power_Management plugin...plugged in.

    But I do not understand the purpose of the Acquire or the Release actions.

    And none of the resources or links I have clarify this.

    Could you explain those to me, please?

    cranberrygame, perhaps you could clarify, please?

  • Ashley - It's through Cordova. I'm using Intel XDK. I must admit that Cordova, Intel, Crosswalk...I know they're all related somehow, but I haven't fully grasped what's-what, so that's all I can say for sure. I'm exporting through Cordova and using Intel XDK to prepare the project for mobile.

    AndreasR - Thank you. I was looking at some of cranberrygame's stuff in other threads but couldn't find a viable option through that. I'll check out your links...

  • I'm also a registered and authorized Nintendo 3rd-party developer.

    Again, for the sake of the stipulations, all I can say is that they will contact you in time. Be prepared for a wait, even longer than what you were quoted. Best thing to do now is to do all[/] the research you can on the console and have a detailed plan for your game ready.

  • Thank you, Yeah, nothing I have found has been helpful at all. Always leads to a dead-end.

    Ashley, do you have any sure-fire suggestions?

  • *bump from 2nd page*

  • Are you still supporting the plugin that allows the mobile phone to remain awake indefinitely while the app is running?

  • FYI: The links/text for GoogleAnylitics and PowerManagement are backwards.

  • I have a countdown timer app that requires the phone to stay awake during the entire sequence.

    I have the Browser object added, but I don't see any conditions/actions that will keep the phone active. Nor do I see any other object that would do the trick.

    Thank you for your help!

  • I second that - I have a countdown timer app that needs the phone to remain awake during that time frame. Any new info would be greatly appreciated.

  • Beautiful! That's what I'm after! Thanks!

  • I'm preparing to make the transition to make a simple timer program a mobile app timer program.

    I just need to know how to or where to find the instructions to make a mobile app close out (ie: pressing the back button on the mobile phone or selecting a menu option to make the app automatically stop running).

    Your assistance is greatly appreciated! Thank you!

    Any other input to make sure I'm on the right track would be appreciated.

    My target platform is Google Play (since I only have an Android), but input for iPhone is welcome.

  • blackhornet - As always, you're an incredible help. Thank you!

    To be more precise, I had to nest my original set up within the For Each event line. But it's definitely working now.

    God bless!

  • CAPX: https://www.dropbox.com/s/cnyihh7p7k4dsda/Gradient%20Run%20v%201-4.capx?dl=0

    EVENT SHEET: "E LEVEL OPS"

    EVENT LINE: 32 (see group HAZARDS / Visualizing the Hazards)

    CONTROLS: WASD (moves ship)

    For every "Arena Hazard" object (check the project folders and subfolders), there is an "Effect" object that is contained with it. When the player Ship overlaps any of the Hazard objects (HazardDamage, HazardSlow, HazardWeapon), it's related Effects object will fade into view. So long as the Hazard objects are only ever singularly overlapped (meaning the ship never overlaps more than one at a time), each Effect object will fade in (on overlap) and fade out (when not overlapped) appropriately.

    The problem I'm having is, if the Hazard areas are close enough that the ship might overlap more than one Hazard area at the same time, the first Effect object that becomes non-overlapped - as the ship moves from one to the next - remains visible when it should fade out. The moment I am not overlapping any Effect objects, all in question fade out to opacity 0.

    It is my understanding that Families of objects are treated just like normal objects, except that each object in a Family can be different from one another yet still considered an instance of the Family object as if they were copies of the same object. That being the case, per my event instructions, why does the Effect object formerly overlapped still remain visible even though there was a brief period of dual-overlap?