Ninjadoodle's Recent Forum Activity

  • Ashley - Thank you everything works with r121 :)

  • Hi Ashley

    Thank you for the reply, I've submitted the issue :)

  • This game looks amazing!

  • Hi Ashley Tom

    I'm happy to provide the project to illustrate the issue. My question is however - normally you ask people to strip the project down to the bare minimum.

    It is very difficult for me to do that, as I would have to sit here for a long time removing bits and pieces until/if I would find what is causing the issue. I know it's not my logic or a plugin, as it work fine in Chrome and no plugins are used. This is why I posted the error message.

    If you are happy for me to provide the project as is (simple empty game template with ui stuff), then I'll happily post a bug report.

    I'm just worried it will be rejected.

    Please let me know :)

  • Hi Jellyweaver

    The most common resolution people use for HTML5 games would probably be 640x960 (Portrait).

    The reason for portrait is, that if you want your game playable on a mobile browser, it is less intrusive and there is no danger of browser bars minimizing your game (as in landscape).

    It is also debatable, that more people use their phones in Portrait mode and prefer casual games that way.

    If you're not designing for the browser, and instead want to release an App, then it is up to you whether you choose Portrait or Landscape, and will largely depend on the game you are making.

    There are very successful games in both orientations.

    The third option is to make your game responsive, and playable in both orientations. This however opens up a whole new can of worms, as you have to adjust your menus and game assets dynamically, so they best fit the screen in the given orientation.

    Hope this helps :)

  • Hi guys / Ashley / Tom

    I'm stuck on 100% but that's it using Mac Safari. The test works fine on Chrome / PC.

    Anyone else getting this?

    TypeError: null is not an object (evaluating 'e["type"]') --- runtime.js:1:5033

    Thanks in advance!

  • Hi WackyToaster

    Thank you for your reply :)

    Still seems a little hackish to me, so it would be great to hear from devs who might have a better way to handle this.

  • It’s been quite a few days since I’ve posted this, so just gonna bump this topic and see if somebody from the Construct team notices :)

  • Hi guys

    I'm working on a pause menu, and having a small issue.

    I can easily pause the game and show some icons for sound control and resuming the game.

    I'm however having an issue with the resuming part.

    I'm using a 'Paused' Boolean to test whether the game is in a paused / up-paused state, but if I have any interactive buttons/objects directly under the resume button, it gets automatically activated along with the resume button.

    When I touch resume I make 'Paused' = false and hide the pause layer, yet any buttons directly under the resume button (on the game layer) are also activated.

    To counteract this, I'm adding a small pause (0.0001) after hiding the Pause layer, before making Pause = false. This stops the buttons beneath the resume button being activated.

    This works fine, but feels very 'hackish', and I'm wondering whether the is a proper/better way to do this.

    Thank you in advance!

  • Hi Ashley / Tom / Construct Team

    I have a question for you guys. I've looked around and tried using various techniques but can't get this to work properly.

    I'm trying to make a a little popup which bounces in to the screen (elastic type effect). This is easy enough to do when you have a single graphic, however when I have YES/NO buttons attached to the popup, this gets very problematic.

    Basically the only way I can think of is using the pin behavior, which really isn't suitable for this, as it doesn't change scale relative to the object it is pinned to.

    I've talked about containers before, (not the type Construct has, but ones like in Phaser / Corona and other engines), and I think you guys are possibly working on this as a future addition. As it stands tho, this seems to be something that is impossible to achieve with Construct 3 (unless using some very complex workaround).

    Thank you in advance for looking at my question :)

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  • Cool game! Just downloaded it on iPhone SE and it plays really well + I love all the little touches

  • Looks and feels very cool! The only thing for the future - allow custom controls. I personally find WASD for platformers quite awkward. I'd prefer to use arrow keys and and maybe Z for jump and X for shoot

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Ninjadoodle

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