Jailson's Forum Posts

  • Same problem Jam license is over 4 hours before the end of the jam... 4 hours needed to finish what was missing and export it... that's pretty sad Ashley .

  • Thanks Ashley for you quick answer! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I agree with you about the "Is touching" event being incorrect. I tried to simplify the example of the issue but made more confusion. Please, let me show you the full set of event:

    ... and a functional example of this events (if possible try it in a device that supports multi-touch):

    https://dl.dropboxusercontent.com/u/109 ... index.html

    My test cases:

      One touch drawing a line; Multiple touches starting together; A group A of touches starting together and then a group B of touches starting together, and group A and B ending together; A group A of touches starting together and then a group B of touches starting together, and then group A or B ending and the other group ending;

    So, I wonder how could I do that without my hack and without an extra plugin? For example, if there is a way to iterate all current touches and get their TouchIDs.

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  • Hello!

    I am working on mobile version of my game https://www.scirra.com/arcade/underground-jam/grounder-2-2331. And I would like to handle multi-touch on a mobile device since the core of the game is drawing solids in the scene.

    I wanted to do something like this:

    However a I realized that there was no way to find the TouchID knowing the TouchIndex. I took a look at the Touch code and I realized that it was kind of simple by editing the Touch plugin:

    runtime.js

    	Exps.prototype.TouchIDAt = function (ret, index)
    	{
    		index = Math.floor(index);
    		
    		if (index < 0 || index >= this.touches.length)
    		{
    			ret.set_float(0);
    			return;
    		}
    		
    		var touch = this.touches[index];
    		ret.set_float(touch.id);
    	};[/code:1ihad1gs]
    
    edittime.js
    [code:1ihad1gs]AddNumberParam("ID", "Zero-based index of the touch to get.");
    AddExpression(31, ef_return_number, "", "Touch", "TouchIDAt", "Get the unique ID of a touch from a zero-based index of the touch.");[/code:1ihad1gs]
    
    Please, anyone let me know if my "hack" was unnecessary. If not, maybe this should be a new feature @Ashley?
    
    Thanks in advance!
  • , it is already on. Thank you for all your advices. Really appreciated. I will keep trying and google more. I'll keep you updated!

  • hayes,

    My development environment is Windows. I just use the Macbook of my boss to upload the game to iTunes Connect (via Application Loader). I have devices here to test, I use to install the new versions of the apps via iTunes to test it, creating an adhoc build. I only create the production build when everything is fine.

    But I am not being able to check if Game Center is working this way. I don't either know if it is possible. The GameCenter "Welcome" does not pops up. What to do next?

  • ... still not working... Are you able to test it with the Adhoc build? Or you are able to test only with production build via TestFlight?

  • >

    > > Obviously you'll have to install the plugin into the folder, for that just type "cordova plugin add (plugin directory)".

    > >

    >

    > Hey, it seems I am missing something. Which cordova plugin you are talking about? Game Center? Where can I find it?

    >

    com.cranberrygame.phonegap.plugin.game is the plugin that construct 2 uses, but still needs to be installed via the terminal.

    https://github.com/cranberrygame/com.cr ... lugin.game

    I should probably note that I used the mac terminal method with cordova for iOS instead of the intel XDK, so if that's what your using then I don't really have a clue.

    Thank you! The repository url is all I need to install the plugin vi XDK interface. I am testing again right now! Many thanks!

  • Obviously you'll have to install the plugin into the folder, for that just type "cordova plugin add (plugin directory)".

    Hey, it seems I am missing something. Which cordova plugin you are talking about? Game Center? Where can I find it?

  • I am also having a hard time to make Google Play Game Services and Game Center to work with native and cranberry plugins. I've tried all tutorials but things simply don't work. Any help would be appreciated!

  • QuaziGNRLnose thanks. The workaround you propose is the only solution I can see so far to automatize it. I hope Ashley could see this post, so it could maybe become a feature some day.

  • Read this subjects on exporting

    http://tavmjong.free.fr/INKSCAPE/MANUAL ... xport.html

    http://stackoverflow.com/questions/2207 ... mmand-line

    More here

    https://www.google.co.uk/?gfe_rd=cr&ei= ... e&start=10

    Thanks for your effort to answer my question, but I don't think these posts give the solution I am looking for..

    I am willing for export a Construct2 project to HTML5 via command-line.

  • Hi folks,

    Let me explain my scenario. My team is developing some projects with Construct2 and we use GIT as our version control system. Everyday I export the lastest version from our repository to HTML5, so we can have the latest version of the projects somewhere available for the entire team, including the artists, the game designer and (most important): the boss.

    Basically, my routine is:

    1) Get the latest version from the repository;

    2) Open the project and export with Construct2;

    3) Upload to our remote server;

    4) Notify the team via e-mail with the link of the latest version;

    I already have a script to execute the steps 1, 3 and 4.

    I don't have a clue if it is possible to do the step 2 via command line: open a project and export it. Any ideas?

  • I have a similar problem and my game is really simple.

    With Intel XDK:

    • Android Cordova build I got an 708kb apk
    • On Crosswalk build the touch event is fine but I got a 17mb apk.

    With CocconJS

    • 9mb apk that prompt an error during install;

    I am still looking for a proper solution or probably I will write my game as a native Android in Java.

  • Do a find for Canvas and Paster:

    Thanks dude! You just saved my day!

    https://dl.dropboxusercontent.com/u/49925519/PaintWar2/index.html

  • Hello,

    Battle painters gameplay is basically coloured brushes painting a wall in order to cover the maximum area:

    .

    I tried to reproduce the game on Construct2, and the best approach I found was using TileMap object, and here is the result:

    https://dl.dropboxusercontent.com/u/49925519/PaintWar/index.html

    But it is a very uneffective approach since performance is slowing down (check FPS and Time) . I suppose that tilemap should not be used with 1x1 tiles, hehe. But this way would be the most close result. I also was not able to find an easy way to count each color area on the Tilemap. So, the solution I see is using a 2D Array to store the score for each color.

    The Layout has just a TileMap with Tile width 1, and Brush has a bullet behavior, so the Event sheet is basically:

    Capx:

    https://dl.dropboxusercontent.com/u/49925519/PaintWarZ.capx

    Sadly, I believe Construct2 is not the proper tool to make a game like this, am I wrong? Please, spare your ideas.