Excal's Forum Posts

  • Your guess is as good as mine.

    From my testing, pathfinding is more or less inconsistent due to CPU issues. I can tell because when my enemy ships are pathfinding, a yellow afterburner sprite appears behind their engines. When they are moving due to bullet behavior (the default behavior I gave them), this sprite does not appear.

    I am currently having them 'pathfind' every 1 second, but I'm not sure that is optimal. I'm thinking of removing pathfinding altogether and giving them a set AI behavior, in particular the rotate-move-rotate-fire behavior I am trying to set up that I didn't get many responses on.

    I am starting to think that pathfinding by itself is not really a good behavior to use, but instead to be integrated as a small part of an object's behavior for solving the problem of how to get from position A to position B.

  • Any tips for optimizing pathfinding events so you're not draining the CPU?

  • I hate the bump a REALLY old thread.

    Can someone give us an update on the current state of multitouch in Android?

    I'm beginning to wonder if my simultaneous touch issue is more of an Android issue.

    For those curious about my issue, try this on a mobile Android device and tell me if the second touch is ever correctly assigned a Touch ID: Test

  • I suggest adding a health bar to the towers or otherwise indicating that hitting them actually does something.

    The first time I played, I had no idea if hitting the towers was doing any damage to them.

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  • just set the X and Y and pin right after it, on an Start of Layout event.

    I do everything via code, that BACKUP canvas is only to preview and loading purpose.

    Suppose I have multiple instances of an object. For example, I have four instances of the brakes sprite.

    Would I just create that sprite multiple times and then pin it? What if each instance has a different angle?

  • To include an eventsheet, simple click on the "Add Include" button, inside the Events Menu, on the top left of your screen.

    I know to reduce memory load/usage, it's wise to dump all objects into an 'object dump' layout.

    What about if you have to pin objects to another? Suppose I have the brakes on my spaceship positioned exactly. If I move the spaceship to another layout, how would I 'move' the ship to the current layout without having to repin everything, especially since scaling might mess with the pin positions?

  • Ashley, what might cause two touches to both have the same ID?

  • Thanks. I wonder if that's in the manual somewhere...

    I've added debug counters to my gameplay link above.

    Apparently if LeftTouchID = 0, when the user touches the right side of the screen, RightTouchID = 0, causing both touches to have the same ID. Is this a bug?

  • I'm having this same issue. My game seems to work fine in Chrome and Safari, Firefox and IE = game broken.

  • Wow, this thread has exploded! Thank you everyone for your amazing help and great insight.

    hi. i guess this is going to be a mobile platform game, isn't it?

    I actually intend to port it to iOS, but I won't discard the possibility of it being playable on a browser. I'm also entering it into the Newgrounds Construct 2 Touch Game Jam, so I absolutely have to have the game working with touch controls and decent FPS on various mobile devices.

    have you tested yours yet? is it working fine?

    On CocoonJS? Not quite yet. After the game jam, I intend on turning the game into an iOS space shooter with a story (ironic statement, I know, but I'm working with some writers lol). It saddens me to see that there could be issues with touch controls when exporting through CocoonJS.

    I understand Scirra develops Construct 2 as an HTML5 Game Engine, but if there are issues with porting to other platforms, that hurts the commercial viability of games created with their engine, which can turn people off if news gets around.

    also, I organize my projects with many eventsheets, and include them all on a Main eventsheet.

    I actually don't know how to include event sheets on another event sheet. I checked the manual, but maybe I'm just bad at finding where to do this.

    I was ready to make it for you, including my personal debug system on your file, to show you how it can help you in future.

    You don't need to do that, especially since I've modified the events after the changes to fix my touch control issue. I think it would be more helpful if you gave an overview of how you do it and the reasoning behind it (possibly in another post somewhere?). I've only recently begun reorganizing my event sheets. Originally, this project was around 400 for its current state - right now I've trimmed it down to 313.

    Your problem is already solved?

    Not quite, at least not multitouch.

    You can try it here: http://exeneva.com/html5/Icarus

    You'll notice that single touch is working fine, multitouch is having issues. So right now you can't fire and move at the same time.

  • Thank you so much. This helped immensely.

  • This seems excellent. 10GB is quite a bit too!

    Here's my referral link: https://copy.com?r=2vKYt3

  • What is the price you are expecting to pay ?

    This. It is not enough to say it is a paid job without specifying your budget.

  • Thank you! :)

  • I've decided to finally release my .capx because this is driving me insane.

    I took the working example from here, changed the sprites to my own, ran the example with my sprites to confirm that things worked, then copied and pasted them over into my project and... the analog joystick that is supposed to appear on screen never shows up.

    Can someone help me? This is the second day I have been trying to solve this and so far still no luck.

    <img src="http://i.imgur.com/zslCUV8.png" border="0">

    Icarus.capx