Colludium's Forum Posts

  • How is it not working?

  • This should take 3 events to sort out. If you need the behavior to apply to many different objects then just put them in a group and apply these events to the group instead:

    If Group.X < 0 then Group.X = 0

    If Group.X > LayoutWidth then Group.X = LayoutWidth

    If Group.Y > LayoutHeight then Group.Y = LayoutHeight

    Of course you can tweak the zero or layout measurements for your sprite width or add a buffer if that suits the effect you're after. If you are using physics then it gets a little more complicated only in that you will need to set your physics velocity to zero to stop the object from repeatedly trying to exit the screen.

  • jhice, that looks awesome!

    Sadly stencyl wants $200 per year to rent it's product. I hope it's excellent and vastly improved because that's quite a big ask...

  • I just checked and v3.0 is out (6 months late....)! So, I'm going to give it a try - but before I do I'm betting that the C2 editor is still 100x better. However, it's a pity that mobile phones are not directly supported by C2 and probably never will be. I've been in denial about it for a while now.

    Personally I wish that C2 had been optimized to render directly for iOS and android, rather than for html5 - everyone owns a mobile and everyone plays games on their mobiles (ie a huge market) - NOT everyone visits Steam/Kong etc and plays games on their PC. A missed opportunity I fear...

  • Does this link work for you?

    https://www.dropbox.com/enable_public_folder

  • A funny gotcha here - go into the run-left / run-right animations for Samus and have a look at the Frame Properties:Frame Speed for animation frame 9. You have it set to 24 - which means it will delay 24 ticks before progressing.

  • Custom script is beyond me unfortunately - I'd be very interested if you found anything out from the on this. Maybe with a bit of coercing they'll update their plugin. It's a bit sad because they show superficial support on their website for the plugin, with a tutorial written in Nov 13 for in app purchases I think, but no update....

  • In my opinion the cocoonjs plugin is sorrowfully out of date. Cocoonjs now has Social APIs but we have no access to them because no one wants to own the plugin - which is a bit bizarre given that cocoonjs is the only real export option for C2 onto iOS.

  • Not sure about what could cause the black screen. Does the project run in chrome over wifi on your android? If so, I suggest you report it on the Intel XDK thread with a capx example for Intel to take a look at. For the double touch problem - in the touch object, try disabling the use mouse input option. That sometimes causes a double firing of the on-touch trigger.

  • I was reading about this just this morning! It would be an awesome feature and make cocoonjs an instant winner for me. Unfortunately, I think that the C2 plugin has become deprecated (game center doesn't seem to work as well) - so that puts us back to the issue of no one taking ownership responsibility.

  • For what it's worth I only use "is touching" and "trigger once while true" instead of the on-touched trigger because this always seems to become buggy for some reason. I find that way of triggering is ultimately more reliable across different platforms and, as has already been said, if that still isn't enough then add a has been triggered Boolean to stop it double firing.

  • As said before, just double check that the collision polygon and origin are the same on all frames. Changes in animations can wreak havoc in physics.

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  • This should do it:

    Arrow: Arrow.angle = angle(Arrow.X, Arrow.Y, Objective.X, Objective.Y).

  • The emulator will vastly outperform most mobile devices. If there's any way you can use a mobile for testing it's better to start early and save lots of possible re-writing of your game in case you ask too much of a handset.

  • Thanks ramones - good to know! Clever userscript too.