emoaeden's Forum Posts

  • I just start with an idea for the game, and then start with basic squares/circles/triangles to represent objects that will be made to look prettier later.

    While that's happening, I also use functions, so that it is easier to make the controls the same for PC, iOS, Android, etc

    Then slowly, I then work on a half done mechanics, then when it comes to testing, I build a basic interface, with instructions for those testing.

  • Plus it wouldn't stop people on mobile devices from using the screen capture functions

  • So I have my game working, and then in the last update of the engine, it stopped the particles working as it used to.

    Basically, at the start of the layout, it would generate a particle overtop of another sprite, and if the character overlapped said particle, it would jump. Now it only works if you put the particle in manually, as you can see from the attached CAPX

    dl.dropboxusercontent.com/u/108799982/Capx%20Demos/ParticleJump.capx

    Could someone confirm that it is the engine, as I haven't changed anything from the code since the last build.

  • Provided you only want the character to move Left or Right or Up or Down, and not diagonally, this might be what you're after.

    dl.dropboxusercontent.com/u/108799982/Capx%20Demos/MovementArrow.capx

    There are other ways to do it with drag/drop, but you would need two separate controls, one for Up/Down and one for Left/Right.

  • I've tried exporting it with both Android and PhoneGap, and building it with the PhoneGap website. This is where the issue occurs. It seems to work fine on Chrome on my Note 8.0, but not when I make an APK.

    When I make an APK, the text box that shows the value Touch.TouchCount shows 1 when the first finger touches, 2 when the second finger touches, but if I remove the finger I touched second it shows 0, but if I remove the finger I touched first, it shows 1.

  • Try this ....

    For each Invader

    Every int(random(0,5)) seconds >>> Invaders spawn fire object

  • Have you also checked that the bounding box is the whole image, and not just around the A ?

  • The way I've done my game is to have two groups (Computer and Mobile) and to test at the start the game is on a mobile device, make group Computer deactivate and Mobile active, and if on Computer make group Computer active and Mobile deactivate.

    You can do this through either using the Touch or Is Mobile detection.

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  • Are you trying to make something like this ?

    dl.dropboxusercontent.com/u/108799982/Exports/RTS/HTML5/index.html

    I can tell you it takes a fair bit of time, as you need to look at each units unique ability, movement, attack, as well as buildings, environment and resources.

    I have actually put this project on the back burner, as I am waiting for multiplayer functionality to become native in C2.

  • Alternatively, you can feed the value of the player into a global variable, then have it play animations as follows:

    GlobalVariable = Bob

    If Left button pressed >> Player play animation GlobalVariable&"Left"

    This way you can have one sprite called Player with different animations like BobLeft, BobRight, FrankLeft, FrankRight, etc

  • You could also give the ball two variables Min and Max.

    When the ball hits paddle A, set speed to Min

    When the ball hits paddle B, set speed to Max

  • I'm guessing this will probably do what you're after.

    dl.dropboxusercontent.com/u/108799982/Capx%20Demos/Pong.capx

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/108799982/Capx%20Demos/MobileControls.capx

    Steps to reproduce:

    1. Continuously hold and move red sprite control (ControlPoint) and move it left to right

    2. Touch green sprite control (Jump)

    3. Continue to move red sprite (ControlPoint)

    Observed result:

    The green character sprite (Sprite) will move until you press Jump at which point it stops moving.

    Expected result:

    The green character sprite (Sprite) would move, jump and keep moving

    Browsers affected:

    Android export, as I do not have a touch screen monitor to try on my PC

    Operating system & service pack:

    Android 4.1.2 & 4.2.2

    Construct 2 version:

    R 155

    More Information: I notice that when you press anywhere on the screen with your first finger the Touch.Touchcount will equal 1. When you press with a second finger it will equal 2. If you remove the second finger, while the first is still touching, it will read 0; but it you remove the first finger, while the second is still touching it will equal 1.

  • If they want to steal they will, as they can always Print Screen the website.

  • Can you upload a CAPX ?