GameThirsty's Forum Posts

  • Check: http://store.steampowered.com/app/293240

    Every Tick: Player > Platform Behavior > Set Angle of Gravity > angle(Player.X,Player.Y,Planet.X,Planet.Y)

    Every TIck: Player > Set Angle > angle(Player.X,Player.Y,Planet.X,Planet.Y)

    Player is simple player controller with platform behaviour

    Planet is solid shape with 'rounded' polygon collision. If you look at your example while you're running you are actually going up hill then downhill then uphill then downhill.. Those are the peaks / points in the collision shape.

    Hey thanks for the tip! Is there a way to allow rotating around a circle without that up and down motion?

    I understand it will probably have to be some math involved, as I might have to check for the distance the player is at, and the circle radius making a collision.

  • Hello everyone! I have a question I just cant figure out the remedy for. I like this game in the Arcade http://www.scirra.com/arcade/addicting-rotary-games/782/buildvival-sandbox-builder.

    It is a rotary example, where a character rotates around a circle, but how can you achieve this with checking the collision on a circle? There is no way the circle has tons of collision points all the way around the entire circle. I cant find out how this was done.

    Any help is appreciated!

  • +1 I noticed this also, on Android Kitkat devices, pictures taken with mobile camera always render in landscape mode even if I hold camera in portrait and it takes in portrait.

  • This question seems a bit confusing, if you want no scaling at all, you can set the fullscreen mode to crop, which effectively scales nothing but show more or less, but I doubt it is what you actually want

    Aphrodite

    I am using Scale Outer right now, it works perfectly with different resolution ratios... however I do not like that my sprites scale huge on bigger resolutions. I would like the app to maintain the size of all sprites so the app looks the same on all resolutions. Sort of how Facebook app looks the same reguardless of screen size. This is probably not possible if I use scale outer however.

  • I am not sure if this is a simple question, or a complicated question... but is it possible to prevent my sprites from scaling up (for bigger resolutions) or scaling down (smaller resolutions).

    My issue is my app on my phone the sprites are a good ratio where the sprites are not blown up too much. However when I view them on a tablet with a 8.4 inch screen, the sprites are scaled to the size of the screen. I want my sprites to retain their ratio regardless of the screen size. How would I go about doing this?

    Thank you!

  • Is it now possible to record a voice and play it back now? I thought I stumbled onto the idea a while back but was still a work in progress.

  • Thought I would share this, it is kind of neat.

    http://money.cnn.com/2014/06/25/technology/innovation/google-cardboard/index.html

  • Thanks both of you. I should be able to do that.

    One more question Ashley before I quit bugging you. Using the file chooser and inside its properties bar where you can state what files to filter. Can you filter multiple file types in that?

    I'm not trying to be a pain. Thank you!

  • Ashley I haven't tried iOS with giving a Javascript execute to a sprite and moving the element off-screen. I tried it in Chrome, Chrome on Android, Firefox and Crosswalk and all of these work. However I am unsure of iOS. If it is the case like you state that it would break what would be your solution?

  • You can't trigger a click event on a file input due to some implementation b.s but if you're exporting to node-webkit it's possible. Give the filechooser an id ('i.e file_chooser) in the properties bar and add the browser object to your project

    On some event

    Browser Execute javascript "file_chooser.click()"

    It is most definitely possible. But its sort of a a work-around. It has been done on this third party File Reader. https://www.scirra.com/forum/viewtopic.php?f=153&t=67997&p=794805&hilit=file+reader#p794805

    EDIT: However, the Browser execute Javascript works giving the file reader an ID.

  • Hello

    The new file chooser is a great addition to C2, however I find it annoying that you have to have the big ugly DOM element on your app, why not include a way to allow a sprite or other object to be used to simulate touching of the DOM element and have the DOM element hidden off of the screen Ashley

    But besides that, I like what I am seeing!

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  • >

    > > tulamide

    > > if someone really needed extensive 3D level design they could make a very simple editor.

    > >

    >

    > QuaziGNRLnose

    >

    > Is this something you plan on creating as an example for us in the future?

    >

    Well it'd be game specific, but all you really need is to save position/scale/rotation stuff and make a simple loader. I might make an example but i rather keep working on extending the feature set of the plugin right now.

    Thanks for the input. Any ETA in new features to Q3D?

  • tulamide

    if someone really needed extensive 3D level design they could make a very simple editor.

    QuaziGNRLnose

    Is this something you plan on creating as an example for us in the future?

  • >

    >

    > Ill have to give this game a shot with my Samsung Galaxy 8.4 Pro tomorrow. I will let you know what it does.

    >

    Thanks.

    I did testing on Samsung S4/S5 but didnt have access to the tablets to test, only other tabs like Nexus 7/10 and LG etc. Seems CocoonJS is really bugged for certain Samsung devices, hope they fix it soon.

    I just tried it on my Pro 8.4... no bugs I had found... the only thing I can think of is the map you have, it cuts off at the right a bit.

    Plays really nice on the device also... that's a Snapdragon 800 with an Adreno 330 GPU however.

    Good job!

  • Ill have to give this game a shot with my Samsung Galaxy 8.4 Pro tomorrow. I will let you know what it does.