indiegrimes's Forum Posts

  • Hey there bubs,

    I've been making games with Construct 2 for awhile and in hearing that Pebble may be bought by Fitbit, I've considered making games for Samsung Gear S2 as it seems like a good piece of hardware.

    Currently the documentation for the Tizen platform seems like a complete mess, with Samsung still barely recognizing the platform as the core for their smartwatches at all.

    Main Point:

    Has anybody worked with Construct 2 for smartwatches, and how would I easily bind the Gear S2 Rotary Bezel events to in-game events like lets say Menu options or character movement.

    I have experience with working in C# and Haxe, but haven't touched much JS especially not the exported JS from Construct 2.

    Thanks

  • I would love to know how to link Construct 2 events to the RotaryDetent for the Samsung Gear S2.

    I really like the rotary bezel controls for the Samsung Gear S2/3 and I think it's a great interface option, but there's no documentation in how I could do this.

    Samsung really isn't putting enough energy behind this. Let me know if you have this figured out.

  • Hey does anybody have this effect available for download?

    The link is down

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  • Oh that works well, very basic but thanks for bringing that to my attention. I meant more in adding the ability to have a sprite in the place of that symbol. Some games do this with a sprite of an old feather-pen.

  • Have you considered adding in a way to track where the typing 'cursor' is for the text while it is typing?

  • R0J0hound would you be able to comment that example?

  • indiegrimes that is what I meant. You can select point sampling in the project settings to eliminate the blurring.

    It is set to point sampling. I'll update this post later with some screenshots of the blurring happening.

  • Sorry, but could you show where that is?

    EDIT: I can use resize canvas but this is a low resolution pixel game and its causing a lot of blurring

  • This has been the closest I have gotten to a good way to implement splitscreen. Either this or your other plugin Paster. Are you planning on making it so you can set the resolution of the canvas?

    Like in other (almost every other really) development program, you can set your cameras and how big they are on your screen and then set how the view looks.

  • I'm running a Macbook Pro Retina, 15, late 2013. Had to switch to VMware Fusion over Parallels due to the video driver not allowing me to load projects. Now I have the issue of being unable to preview. I am currently trying to preview with a version of Chrome installed onto the Virtual Machine, and it just waits forever and doesn't do anything.

    Anyones else having these issues? please let me know.

    -------------------

    Alright. Seems I have fixed this issue. My virtual machine was left over from parallels, I uninstalled parallels tools, restarted, reinstalled VMtools and also turned off UAC + Firewall and now its previewing great.

  • I'm running a Macbook Pro Retina, 15, late 2013. Had to switch to VMware Fusion over Parallels due to the video driver not allowing me to load projects. Now I have the issue of being unable to preview. I am currently trying to preview with a version of Chrome installed onto the Virtual Machine, and it just waits forever and doesn't do anything.

    Anyones else having these issues? please let me know.

  • Currently I am trying to set a shield object to spawn if the player uses the right analog stick. Currently if the player flicks the stick its fine, but if they hold it, too many are spawned. What is the best way for me to navigate this? Thanks

  • I'm currently working on a 4 player arena game and have been suggested to look into a camera similar to Smash Bros that keeps players on screen and zooms according to their position.

    Further they are from each other the further out and more of the screen you see.

    The closer they are the more zoomed in it is.

    Is there a way to do this without a camera plugin?

  • Bumping my post.

  • I've gotten some feedback on my competitive multiplayer game, and one of the suggestions I got was to move Shield Spawning from:

    Right Trigger + face button

    to

    Flick of Analog Stick [directionally] to spawn a shield.

    A problem I instantly have with this new control scheme is that now the system is spawning all possible shields.

    Any suggestions are appreciated!