iznaut's Forum Posts

  • You could use the platform behavior to do it quick.

    every tick:

    --- simulate platform pressing right

    sprite: wall to right

    --- set angle of gravity to self.platform.angleofgravity-90

    you just need to eliminate the corners that it can get caught on.

    Hey, that's exactly what I was looking for! Thanks!

    How would you recommend smoothing out the corners? In my current design, they're just 45 degree slopes. It seems to work pretty smoothly for a while, but eventually it'll randomly get caught and stop.

    I'm also trying to figure out how to set it's angle so it's flush with the wall it's on...I tried "On collision with wall > set sprite angle to wall.bossAngle", where bossAngle is the appropriate angle set to each wall individually. This also works most of the time, but I don't think it always checks the collision or something, cause it does get caught on some angles more than others.

  • I'm working on a Mega Man like game and I wanted to do an "armadillo" boss that can roll around the room that the fight takes place in, stopping on occasion to fire from a turret. I've tried a number of different hacky solutions, but I still can't figure out how to make this work. I'd like to be able to make him move left/right relative to wherever he is (so if he's on a wall and I tell him to move right, he moves up/down accordingly) and stop on occasion without dropping.

    I've included a sample capx to give you a better visual of what I'm trying to do. Basically I just want the red box to move seamlessly across all the blue surfaces.

    dl.dropboxusercontent.com/u/1108862/armadillo.capx

  • Nice did you make the music too? how?

    Nope, I only did programming. You can find more stuff from our music guy here: soundcloud.com/slik-jensen

  • LOL. I personally love mashups, and I had a lot of fun playing this. At first I thought it would be just another insanely hard flappy bird rip of, but then I noticed the items you get as you play, and that was enough to keep me playing for like a hour or more.

    It's really challenging, but the song is great and the item give a hole new gameplay to the game. Nice game

    Thanks! It was certainly a labor of love (more for the Zelda half than the Flappy half) and I'm always happy to hear people enjoy it. As you can probably imagine, a lot of people write it off before even trying it, but reception is usually pretty good from people who actually spend some time with it and play around with the items.

  • Lonk's Awakening is a mashup of The Legend of Zelda and Flappy Bird, created last year for Flappy Jam! About a year after we finished it, I decided to polish it up a little and release it on iOS and Android, largely as a learning experience in regard to porting Construct 2 games to mobile. I'm very glad I took the time to do so, because I learned a ton and will have a MUCH easier time porting our original titles in the future.

    The game's been out for a few months now, but I only just recently pushed an update to fix the screen getting cut off on iPhone 4S devices (as well as remove an annoying location prompt), so I though it might be a good time to post it here!

    While you can play forever, the game actually has an ending (if you can collect all four pieces of the Quadforce)! I'm also considering a content update to add a Master Quest mode with some item tweaks and new characters.

    Check it out and let me know what you think! It's a free download. Also, consider leaving us a rating/review on whatever platform you play on! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" />

    You can find links to the game on iOS/Android/Amazon on our itch.io page, as well as a web version that's a bit older and not as polished: virtually-competent.itch.io/lonks-awakening

  • Hi,

    can I just ask if the workaround posted works? I can't try because even if I delete my app, when I install it again, it is still in Settings -> Privacy -> Location Services and it doesn't ask for location.

    Thanks.

    If you rebuild the app on Phonegap (with the added config.xml lines, obviously) and try it on your device, it should work without giving you the prompt (and the Location Services option should disappear from the app settings).

    That's how it worked in my experience, at least.

  • Yeah, I was pretty surprised that they closed the ticket. I'm ECSTATIC to even have a workaround at this point (seriously, the original report of the issue is now 6 months old and my iOS update is only now in review after 2 months of Adobe ignoring my complaints), but it is BS that they're apparently not interested in looking into it any further than that. :/

  • Good news, finally. Only took a few angry tweets and two weeks for someone to actually look at the ticket. :/

    [quote:2q0907uu]Appear to have found a solution (or workaround) for this issue. Try adding this to your PGB config.xml:

    <gap:config-file platform="ios" parent="NSLocationWhenInUseUsageDescription" mode="replace"> 
        <string>ANYTHING</string> 
    </gap:config-file>[/code:2q0907uu]
    
    Shouldn't matter what you throw in for the string (unless you are using location stuff elsewhere) since the prompt shouldn't appear. Let us know if it does / doesn't work for you.
    
    Still not sure why this is happening but will update if / when we figure that out.
    
    
    This seems to have worked for me. I added this to the config.xml that Construct spits out and the ipa I got from PhoneGap doesn't make any mention of location anymore. Looking forward to FINALLY updating my game after two months of sitting around waiting on Adobe.
  • Ashley: Here we go again: github.com/phonegap/build/issues/442

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  • I replied to the thread, but they closed it already. Hopefully they will see my message and reopen it...

    Do we need to open a new ticket? Still no reply. D:

  • github.com/phonegap/build/issues/440#issuecomment-110510525

    [quote:3he31bwf]construct 2 uses the accelerometer that will trigger this warning

    specifically it listens for "devicemotion" and "deviceorientation" events of the window object.

    Is there anything that can be done about this, Ashley?

  • It prompts the first time you open the app (per install), then saves whatever choice you selected and doesn't prompt after that. I'm not sure exactly what your testing conditions were, but that's my experience.

    Someone on that Adobe support post recommended I use the Cordova CLI, which DID NOT produce the prompt, leading me to believe it is a problem on Adobe's end. Of course, this build produced a sound bug that I've had little luck troubleshooting, so I'm still not really any closer to having my app updated.

    I tweeted at Adobe Support and they weren't super helpful. The rep on that support post recommended I make a ticket for it, so at least they're pretending like they believe it's their problem (5 months ago, when that post first came up, the rep pointed the finger at Construct).

    I'm writing the ticket now. Hopefully something will be done in a reasonable amount of time. I'll also try rebuilding my game to see if it's randomly working as you described (even if it's sporadic, if I can get one good build I could push my update).

  • At some point while working on my project, the time it takes to load a preview in my browser has gotten out of hand. Realistically, it's only about 5 seconds , but it feels like an eternity when I'm constantly tweaking things and reloading. I'm used to this process being more or less instantaneous.

    Is there any way to see what the game is doing during this time? I tried deleting my larger music files and turning off the "Preload sounds" setting, but neither seem to have any effect (and there shouldn't be any music being loaded on this layout, anyway. My event count is getting pretty high (a little over 1,200 now). Approx. download size is 4.5mb (down to 2mb when I delete the music).

  • I'm looking to create an in-game level editor for my game, Skullshot (http://virtually-competent.itch.io/skullshot), and I was hoping anyone who's done something similar could talk about their approach.

    I'm curious to see any sort of level editors made in Construct as well as how they handle saving/loading/sharing designs, but specifically for my game, I'm interested in making use of the tilemap object and allowing players to draw platforms, so I'd be especially happy to see that someone's done something similar.

  • I've attended the same local event twice now. Obviously a pretty small thing, but some of the speakers were bigger names.

    I wrote up my thoughts/experiences/lessons learned after the first one I did last year, might be helpful. medium.com/@donkeyspaceman/epxcon-2014-postmortem-4665ec27c2e3