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NinjaDJ

16
Posts
5
Topics
A member registered Jan 14, 2016

Recent community posts

I don't know if I've talked about this already but every time I try to make a Cordova project in Intel XDK my Superpower game seems to break.


I'm assuming it's a problem with how Superpowers integrates with it all because using anything else with cordova seems to work,I really wanna add in some of those plugins :(

Perfect!

No magical advice oh no :(

That's okay! I don't plan to fully develop or release my game until around the end of this so it shouldn't be much of a problem for me personally!

Is there anyway I can keep up with development? Like a development roadmap

Hey, is there anyway to decrease the load time on mobile devices? I'm running on a high end Android device and the splashscreen lasts a good 20 seconds... Is it just the way the engine is being loaded?
If I can't increase the time is there anyway I can switch splashcreens midway to make it seem like something is going on?

Can't you only use plugins if you enable Cordova on your projects? Cordova seems to break my game

Just changed the image, for some reason it just started working

I finally managed to do it! Thanks

Is there anyway to manually change the splashscreen? I'm using Crosswalk for Android and I'm struggling

It's me again! I was just wondering how I could monetize my game? This would be through banner ads, full screen ads and possibly in app purchases. I'm assuming Cordova would be used but then I'd have to use this after exporting it in XDK but then how could I, for example, run an in app purchase after clicking a specific button? I'm just confused on how to add logic to display my ads at certain points before exporting it.

Any help would be appreciated!

(1 edit)

Would building it with Crosswalk solve this problem?

Edit: Bundling the app with Crosswalk seems to make this work! Thanks a bunch!

It seems to work on Chrome, is there a reason why it doesn't work on Firefox or on the packaged version?

(1 edit)

It doesn't work when I switch tab, I'm trying to run it as a native Android app using Intel XDK to build it

And nope, no errors. Code compiles perfectly fine

It still doesn't work, this is my code

declare let document;
let inGameMusicPlayer = new Sup.Audio.SoundPlayer("Sound", 1.0, { loop: true });


class MouseCoordsBehavior extends Sup.Behavior {

update() {
// Mouse coordinates returned by .getMousePosition() are normalized to (-1, 1)
let { x, y } = Sup.Input.getMousePosition();
x = (x + 1) / 2 * Sup.Input.getScreenSize().x;
y = (1 - (y + 1) / 2) * Sup.Input.getScreenSize().y;

this.actor.textRenderer.setText(`X = ${Math.round(x)}\nY = ${Math.round(y)}`);

if (x >= 0 && x <= 170 && y >= 0 && y <= 170 && Sup.Input.wasMouseButtonJustReleased(0)) {
this.actor.textRenderer.setText("OMG BUTTONS");
handleVisibilityChange();
}


}
}
Sup.registerBehavior(MouseCoordsBehavior);
function handleVisibilityChange() {
if (document.hidden) inGameMusicPlayer.pause();
else inGameMusicPlayer.play();
}
document.addEventListener("webkitvisibilitychange", handleVisibilityChange, false);

Where should I add this? Before the update function or outisde?

It's really annoying how I have looping background music but whenever I press the home button or any other button but the back button, the audio still plays. Is there anyway around this?