3030's Forum Posts

  • Ashley

    Planning & experimenting with a game centred around push notifications letting you know when there has been a drastic change in the game world while you've been away (say earthquake or something). The (preferably local) push notifications would be determined and scheduled while you are playing based on variables etc as you play.

    Does this sound feasible / realistic at all?

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  • Ashley

    sweet, thanks. Are there any plans for official support at some point?

  • Ashley,

    It seems it was quite a big deal with iOS8 that we wouldnt need to use stuff like CocoonJS for building apps and that Ejecta and Phonegap were the preferred methods of wrapping apps for standalone / mobile app store use.

    Im curious if there are technologies that are tied to Phonegap that we can use in our Construct 2 apps, most importantly:

    Any ideas if this type of thing can be used with our games in any way - or what that might require? is it a pipe dream? Esp. Push Notifications?

  • Yeah 30k gravity all but eliminates it on the small planets where the resolution of the collision shape is more 'round'... On the bigger planets when the points are more spaced out and actual 'peaks' happen, i still get the odd 'fall' every once in a while. It's way better than it was now, and only the big planets are an issue now... What i would give for round collision shapes like unity, tho. damn.

  • Yeah i tried setting gravity to 5000 when on the ground, it seemed to help a lil bit and then triggered gravity to flip to 1000 on jump. Ive also been trying to reduce the collision peaks, but we're talking circles and im already dealing with 32 collision points just to keep it relatively smooth.

    Thank you tho great ideas, still getting little blips tho.. Gonna try jacking the gravity up to like 10k now hahah

  • My problem is pretty straight forward. Because planets are round, player is always 'falling' for short millisecond bursts when i run really rapidly around the surface of the planet. basically whenever the player hits a 'peak' of the collision box since it's not a perfect smooth circle, he can technically 'fall' off the edge of the earth for just one split second.

    The problem with this is that if i happen to push the jump button just as that platform 'falling' animation state is triggered, the guy wont jump.. so in the hear of battle, there's basically a 5% ish chance that your jump wont register...

    Is there some way to 'disable' the falling state unless i specifically say to use it.. i realize that's a roundabout way to solve the problem, but short of programming my own platform controls entirely, which id much rather not do, i dont know how else to really work around it...

    Does anyone have any thoughts or advice? Is what i mentioned making any sense even?

  • doesnt seem to happen if i create a new project from scratch and add a square and sprite font objects... is there some difference you can see from a file that is created from scratch with the same objects as the WHY one above?

  • yup still a thing. brutal thing is i can even just click around on the layout -- clicking on 'nothing' ie empty space and the red square disappears all of a sudden - so literally nothing changing at all.. can close the file and it wont even ask to save...

  • also want to note that this was not always a thing. same system was used on the same project for months and months, it wasnt until recently that it's been an issue... Checking 181 now to see if its still a thing..

  • yup im 100% up to date. What platform(s) are you other guys/girls on?

    Im running in Parallels / Windows 7 / Mac OS 10.9..

  • Actually I just found I can use Trigger Once in conjunction with the "On Button Press" events so i can basically make a sub-event of a trigger once and then combine all my button stuff into a single event. See here:

    No feature required... just do it this way and you're good. Sorry Ashley!

  • HUge pain especially if im custom coding for:

    Gamepad

    Wii U Gamepad

    Wii U Classic Controller

    Wii U Nunchuk

    Basically i need to duplicate that controller setting each time, where it would be soo helpful to be able to just use an "OR" block.

  • Not sure where else to put this.

    Something really helpful would be a "Simulated Button Push" coded right into the GamePad / WiiU objects. Basically something that takes:

    If Left Stick X < 75

    triggerleft = 1

    and turn it into:

    On LeftStick Left

    So we have stuff like:

    On LeftStick Left

    On LeftStick Up

    On RightStick Down

    On RightStick Left

    etc

    so that we can include it in an OR statement when mapping controls. Instead I have to duplicate 'buttonpress' controls and then do my own setup variation of hand controls.. just makes it that little bit harder to maintain, you know?

  • the bug, i mean. not in general.

  • Can you reproduce, Ashley?