arcalaus's Forum Posts

  • Hi!

    As a test, I've tried using the RTS template, adding a light on the container of each tank and pinning it as you do for a turret, and adding the "shadowcaster" behaviour to the "solid" object.

    When you move the entire group of tanks, it works (either when you provide a shadow height or when you provide a light radius). But when one of the tanks separates from the group, you realize shadows are getting casted from the main group (i.e. no light is coming from the isolated tank).

    Hoy can I manage to have different tanks, each one casting light to its path?

    I haven't saved the project, as it is easy to replicate.

  • Haven't seen the actual Capx (I don't have construct2 installed on this computer), but have you tried setting variables when keys are pressed and/or mouse is clicked? I.E moving left sets a variable, then if throwing right another variable is set, then if throwing right and facing left, the right animation is choosen.

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  • Hi!

    I'm trying to update a game on the scirra arcade, since the first version I uploaded was buggy (starting screen appeared on margins, so nothing was displayed). I have fixed the bug and uploaded the fixed app, but the bug is still appearing on the scirra arcade.

    Game and capx are here:

    https://www.scirra.com/arcade/sports-ga ... corre-2720

    I've cleared the app cache from my browser.

  • Many Thanks.

    Just another question.

    Yesterday I saw Arcade games are listed into developers profile pages, but my arcade games are not listed into my profile... Can I fix it without having to upload a new version of my arcade games?

  • Hi!

    This year I lack spare time to develop games and even check the forums. I limited my activity to resubmitting games to the Arcade when it got online again. So there are probably many things you have said I have lost.

    In the old Arcade, you couldn't upload games using plugins. I wonder if the new Arcade allows submission of games with plugins, since there are many games that use plugins in the underground jam.

    I'm interested in this because my best-ever game (the jigsaw puzzle I made a tutorial for) uses plugins -- so I could upload it to the arcade and it would made a great companion for the tutorial).

  • This is the game I made for the amazon contest. I don't know if it really entered the contest, because I was in a village with bad internet connection when I realized amazon webgames were only available for the "kindle fire" devices. So you can enjoy here the web version.

    http://apagada.com/varios/cuadrado_web

  • I don't know if it can be saved.

  • I Hate when companies break backwards compatibility . I know that that makes lrght.lighter apps, but there are sit uations where you can 't upgrade: maybe you are not the admin, may be you have some immutable distro. In my case, I have an Asus computer with an exptessgate linux install that includes an outdated chromium I can't update.

  • Hi!

    Any idea on how to implement this to a situation where you'll possibly "touch" a drag-and-drop enabled sprite while doing the "pinch zoom".

    I'm interested in adding zoom to my jigsaw project, but, as you can see in the jigsaw tutorial, touching the screen will most probably being interpreted as a piece drag-and-drop event. How could I get past it?

  • Use a "speed" variable instead of "10" and increase it depending on the level, time, etc.

  • You don't spawn the "family", you spawn the sprites from it.

    I guess you know you have to add a global variable called "wave" and increase it after each level.

    At the start of the wave, you spawn a different number of enemies of each different kind. Use the "?" operator if you want to keep your number of events low.

    You could also spawn some of them "off screen", to made them gradually appear.

    Another approach is putting the sprites in the screen, each one with a "level" instance variable on it. Make all sprites "invisible" and, at the beginning of each wave, make "visible" the sprites with sprite.level<=currentlevel, and "destroy" every other sprite. But I think it is harder to implement.

  • Hi!

    After many trial and error, I assume I don't know how to export an android app with webcam support. Sometimes I can do it with XDK in "Crosswalk mode". But most times it does not work. I tried XDK "android", "crosswalk" and "cordova" exporters. I tried CocoonJS and even exporting to a generic "Open Web App" and compiling it with eclipse and cordova. But the webcam for my app worked only once, and after adding some minor changes to the C2 file in Construct, I couldn't make it work again.

    Does anyone have a hint? What's the better android exporter to use with construct2?

  • OK, yesterday misteriously Chrome for android started displaying webcam images with the exact same app that had refused to display it the day before. So I guess this thread could be closed.

  • Hi!

    I'm trying to test some app that uses a webcam. When i generate a website html5 app, it works either on mobile or desktop, but when i use the preview over lan i can't see the webcam.

    The problem is neither chrome for android nor android's default browser ask for permissions when camera is requested from an ip address -they ask for permissions when camera is requested from a full qualified domain uri.

    Dolphin asks for permissions-- but then it exits with error message.

    I can't test the camera when using the xdk, also -though xdk compiled app works.

    Does anyone know how to request for permissions, or i need to build a dns server to convert my address to a fqdn uri?

  • Thanks, That's the kind of problems I talk about. I can't do testing now because my Windows 7 machine is under repair (the rest of my machines range from XP, now unsupported, to plain old DOS). I hope I could continue investigating this on the last week of june.