hntr's Forum Posts

  • 13 posts
  • Try using this:

  • If that is the idea, then somebody would have to write you a well-developed C2 or C3 plugin that takes forever to make. Unless a member of your team can do it, you will likely have to pay a construct veteran that already has too much on his plate. Even then those guys are hard to come buy unless you are willing to cough up a bit of money.

  • Could you provide a .capx?

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  • Its entirely possible. Every object you want to move with the land, will need to be pinned to the parent object (the object that is rotating, i.e. Land object.) using the Pin behavior.

  • First let me say, I think that its awesome how you are doing this type of work as your profession, and can really respect you for doing this.

    If i'm understanding this correctly, you are using Construct to handle your graphical processes, and using a separate device/program to read it out.

    Instead of having Construct be responsible to give the data to the screen-reader, how about you just take a screenshot from the local machine?

    Hear me out on this, developing a simple Python program and using something like Google's "Tesseract OCR" (The type of plugin that companies like Tesla use in order to develop their self-driving cars, or authorities use to develop facial recognition) in order to analyze screenshots that are taken every 5 seconds or so would be easy. It would work for your application, and could be used in other projects down the road. However, it would be easy for the program to get confused and add a whole load of other useless items into your speech queue, and can make it confusing for the visually impaired. With enough development though, I think it could be very helpful for the sort of work that you are doing.

    It wont be the entirely independent Construct that you were looking for, but at least it will work and (probably) function with the ADA Compliancy, and is highly expandable.

  • Rotate layout won't get you anywhere. All it will do is rotate the POV of the layout, but not affect the bounding box in anyway.

    This can be completed with Physics, however.

    I have two objects, a player object and a land object. Player object has collision mask as a circle, and land has its own bounding box.

    (the tiny blip in the first image is where the origin needs to be.)

    Then, the event sheet takes the angle of Land and adds 1 to itself.

    If that doesn't work, then try putting them on separated layers.

  • I don't necessarily have experience with UserMedia, but whatever, here we go.

    Basically, have 2 UserMedia objects, a button, and a mouse function.

    Dumbed down version of event sheet:

    (pretty simple, right?)

  • If your direct intent is to make revenue from your games, at least one end of your distribution team will need a scirra business license, no matter what the case.

    A smaller project that is likely to not make that much revenue can get by with a Personal License, but thats generally not a good idea.

    (https://www.scirra.com/store/construct-2-business/business-license-32)

  • Make sure your text properties are in check.

  • Basic Rule: At least one end of your development/distributing team will need to purchase a business license with Scirra. If the direct intent is not to make revenue, then that is not applicable.

    Good Idea: Make sure all of your licensing is properly laid out unless you would like to deal with the headache of confusing legal conflicts down the road.

    As long as your project is licensed under the distribution company, and you listed as a developer you are in the safe zone.

    If you do have the money to spend on a business license, I would highly recommend putting your game up on Steam Greenlight. (http://steamcommunity.com/greenlight/)

    EDIT: Your way of distribution should at least know their plan of attack to deliver their product. If they don't, find somebody else.

  • Wall Clock time grabs your machine's time relative to the startup of a project, and system time does that in its own environment * by time scale (or dt/delta time.)

    Since Variable timers reference the system time, they are essentially the same thing

    If you were designing something of a multiplayer game, wall clock time would be the better option. In any other situation, using system time would definitely be the way to go. I try to avoid Wall Clock time if I can. It really makes your project more streamlined and will probably save you a lot of headaches down the road of development.

  • One of the best projects I have seen in a long time.

  • If you are looking to make a mobile "swipe" mechanic, then what you are asking is pretty simple.

    Here is an iteration of what your event sheet could look like:

    (I will admit, its probably not the most "beginner-friendly" example, but if you have any questions I would be happy to answer.)

  • 13 posts