cvp's Forum Posts

  • On the touch object you can compare the orientation

    <img src="https://dl.dropboxusercontent.com/u/2560922/mobiledev/forum/deviceOrientation.png" border="0" />

  • Have you looked at the TMX importer rexrainbow has made?

  • I have not worked with webkit before so i have no clue :-)

    But Ashley responded to a post last month about external .xml file. I would think that would count as the same.

    He stated that it was not possible yet.

    See the thread here.

  • Hi Tobye

    Just made a quick example .capx

    This is basically how I would scale up and down.

    The thing you have to do on your project is to get the math right on the scale factor. It depends on the viewrange(in LOS) of your player and the original size of the view vindow(which is scale 1).

    I have tried to illustrate it:

    <img src="https://dl.dropboxusercontent.com/u/2560922/mobiledev/forum/lineOfSightScaleLayout.png" border="0">

    Hope it helped a bit.

  • Tom <img src="smileys/smiley2.gif" border="0" align="middle" />

    I am really missing this feature as well.

    When you have replied to someones post, to try and help them, you have to manually dig that thread up again to see if they responded.

    It would be nice to be able to "watch" a topic, so you would get a notification when someone wrote a comment in that topic.

  • Hi Ban333

    I am having a bit of trouble understanding what your problem is. Could you maybe draw a image or something which illustrates your problem.

    Or post a link to a .capx where your problem is.

  • could use link the capx aswell?

    Think it would be easier to help you if we could run the code and try to understand where the problem is.

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  • You can use alfa and gamma as well.

    If you dont want the phone to be held falt at zero degrees you could just change where your "zero" is. e.g. have your zero at gamma = 80 or something.

    A lot of the games today which use accelerometer actually set the gamma zero point when the game starts, and then sets the zero point to the current gamma position.

  • You should really try to make something yourself first. Otherwise it wouldnt be something you have made <img src="smileys/smiley2.gif" border="0" align="middle" />

    If you then run in to issues there are a lot of people who are happy to help.

    At least speaking for myself i would be happy to try and help you with a specific issue. But I dont have the time to make the game for you.

  • It is also necessary for apps. From my experience, if I dont preload the sound, first time the sound plays it sometimes makes the graphic "jump".

  • The reason why your platformer is still moving is because you are actually still dragging the ground sprite, you are just resetting it just after.

    If you do the drag and drop yourself you can limit the ground sprite.

    I have made a small example, dont know if that is what you were looking for?

  • I have got the same problem or at least very simular (it also mentions "dynamics" in the error message.

    Black screen on CocoonJS export. Works fine in preview in pc browser.

    This is a screenshot of the error message on a ipad.

    <img src="https://dl.dropboxusercontent.com/u/2560922/mobiledev/forum/error%20in%20138_2.jpg" border="0" />

    Just to note. I am also running version 138.2

  • Love and behold just as you don't know what to do... you stumble upon one of the new features in Construct 2. Scirra i love you :-)

    Try this out for size... Touch labyrinth

    Using the new Line-of-sight behavior.

    It does exactly what i was looking for.

    On a side note. Fun story.. I actually knew about the new line-of-sight behavior, but I didnt think of it.

    Until I was trying to get more rep on the website and was going through the manuals to get some more reputation <img src="smileys/smiley9.gif" border="0" align="middle"> So dont say the badge system aint good for something <img src="smileys/smiley17.gif" border="0" align="middle"> <img src="smileys/smiley32.gif" border="0" align="middle">

  • Sorry, i saved the file in the wrong location :-/ it should show the changes now in the link.

    I'll try to play around with what you wrote and see what i come up with.

    A second though, just throwing out an idea. What if you were to look at it from the opposite direction. Instead of telling the ball where it cant go, could you limit it to only move on top of sprites or something down that alley.

  • You mean something like this: .cpax ?

    you are right the angle change makes movement better. I can still keep the speed lerp as well though.

    But it does not fix the "flikker". If you e.g. move the ball to the "Y" shaped corner, you can actually get it to jump the wall because it "flikkers" so much.