Asmodean's Forum Posts

  • I don't know what you want to achieve with the gestures. It would be the best you test it yourself. Maybe it works.

    If you use this example from Pode:

    http://dl.dropbox.com/u/1412774/oneStro ... nDemo.capx

    Use the 'Delete all defined gestures' action in the 'on Start of Layout' event to delete all gestures.

    Now you can define your own gestures. On the first gesture you will get a javascript error, but I think it's normal, because the plugin tried to recognize the gesture, but there is none. Click on Ok to hide the javascript-error and type a name for your gesture at:'Add stroke example to custom type and Add the gesture-name.

    If you now try our own gesture it should be recognized.

    Add your other gestures and look if you are satisfied with the result.

    Pode is still active here, If you have questions about his plugin you could ask him directly.

  • I don't get the error. I tried after I deleted the app cache and data, so it's like new installed and I tried to replay the the first level, but it looks total normal for me.

    I think you need to test it on more real devices. You could ask in the 'work in progress' forum for some more beta-tester.

  • It's not really my idea. I read it a long time ago here in the forum. But I didn't finde the thread anymore.

  • You mean that you run the game smoothly or you did not get the error?

    I'm sorry for my English

    Both.

    On my Android Tablet there is absolut no problem. It works absolut fine and smooth without any errors and I really tried to force the error. I If you have this problem only with an emulator, I think it's a bug within the emulator, not in your game.

    Can you describe step by step how you get the error? Maybe then I can reproduce it.

  • The easiest way is to give the object two sine-behaviors. One has movement horizontal the other vertical.

    Both have sine, both have the same period time. Now set on only one the period offset to a quarter of the period time (If the period time is 4 set the offset to 1). Use the vertical or the horizontal with offset, depending on the direction you want the object moves (left or right). To change speed change period and period offset.

  • On my tablet it works really fine and my tablet is 2 years old and was only middle class at the time.

    Maybe it was only a unlucky coincidence with this error on your device.

    On which devices did you test your game?

    My Acer-Tablet has a 1.5 GHz MediaTek MT8127 (Quad-Core) CPU and a ARM Mali-450 MP4 GPU.

  • I tried to reproduce the error but it works flawless for me. By the way, great game and it looks very professionell.

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  • So how do I fix it?

    It's hard to say. In an action where you set the accessible levels could be a timing problem. Somewhere you change the levelselect for more accessible levels. Sometimes you add more than one level, but only on slow devices. So you have to look where you set this variable if it is possible that it's set twice. Maybe in another event, or in the next tick.

    It's also possible that is something complete different, some kind of bug. It's really hard to say.

    If you provide a link I can look with my devices. If I have the same problem.

  • I think you have a race condition, because of the smartphone is slower than your PC you have a timing problem.

  • Oh... I was hoping to have quite a bit of similar shapes...

    That would be a bad idea, whatever how precise the recognition is.

    That would frustrate player/user, because you have to be very exact in your gesture.

  • I can't really help. I never used the plugin for real.

    You have to use forms that really distinguish from another, otherwise there too many overlaps. If I added an half circle it's mostly recognize as v or square bracket.

    You have to delete the forms that are similar to the form you want to recognize.

    Look at the capx and read the thread.

  • There is a gesture recognizer plugin from Pode. Maybe that's what your looking for.

    viewtopic.php?t=66773

    Example:

    https://dl.dropboxusercontent.com/u/141 ... index.html

  • I'm not sure how many people will be playing at one time or how much I'll scale it. It could be 2 -4 players or it could be 32-64.

    OK, that's a problem. The amount of layers 'should not' have an affect of the performance. So if your maximum number of players is 64 you could use 64 layers, independent of the actual number of players.

    But I admit, that's not really a satisfying solution.

  • The triggered once is unnecessary, because the 'one pressed' event is a triggered event (green arrow).

    It will trigger every time you press z but only once, even if the sound is playing. If you want that it only plays when the sound has ended you have to use a second condition.

    An example:

    Give your sound a tag-name, something like FlipperSound.

    Keyboard| On Z Pressed                 -> Audio| Play flipper not looping ... (Tag"FlipperSound")
    Audio|(invert) Tag "FlipperSound" is playing
    [/code:1yjn6n4u]