jayderyu's Forum Posts

  • just a hunch.

    Have your oblong object. Place the center of mass at the bottom. Make sure the collision has a rounded bottom. THen make sure it's heavy enough.

  • hmm. there might be a problem with your explanation there might not be. But I'll try to give some experience and some advice anyways.

    If your trying to get true metric/imperial sizes for screen size. Don't even try. I tried this myself. Supposedly browser/screen makers should be giving out accurate dpi for programs to offer a way to get "true" sizes. They don't. You can create a program or anything that has say 5 centimeters in measurement. You will never get that 5 centimeters. I went around 4 different size monitors, 4 different sized mobile devices(10", 9", 7", 3.5") and my 1 inch comparison never really matched up to the ruler. Larger monitors were far closer though. This is not a issue with C2 as it is with browser makers or possible screen manufacturers.

    scirra.com/tutorials/37/beginners-guide-to-construct-2/page-7

  • OK. so I gave this one some more thought. rather than store every tick of directional input. Store each change of input with a timestamp. That way you have to store less and can check to see if the time stamp is within the range of the move.

  • Your going to need to store your input into a array or some list that you can look back on. Create an array that can store about 1/2 seconds of input.

    Every input should be stored into the array.

    When a movement key input(like punch) is pressed. Then track the the movement backwards to make sure only wanted input is used.

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  • Your best off I think with your second solution. If your sprite is THAT big. chop it up and place it in a grid to be displayed. Let C2 do the culling work for object outside the viewport. Also when chopping your map make sure to chop them into the standard binary exponent.

    1x1

    2x2

    4x4

    8x8

    16x16

    32x32

    64x64

    128x128

    256x256

    512x512

    1024x1024

    Also don't forget that 0 counts as 1. so it would be 255x255

  • ummm. well. A thought would be to do a "check on every X seconds" say 1. If your fortunate the window Width will change. Check all the Width of course just to make sure. If it changes then you have your check. I used this model in straight js, but i'm guessing here in C2.

    oh oh. You should be able to check the acceleramotr instead of width. I'm not sure which vector your checking for or the degree's before the tablet instelf changes. but I think this will work out.

  • Thanks. Not as elegant as knowing how to do the angle system and math checks, but it was WAY easier to implement and works. I popped two empty sprites at the center location. pinned and rotated them to 90 degress(relative) and then used the same event as I did with the working move forward. Worked great on the first go.

  • So i'm playing with my controls and trying a "swipe" motion based movement system.

    I'm having troubles with the angle system since the motion system uses relative angle checking. C2 uses -180 to 180 making simple angle checking difficult.

    Image here(   https://docs.google.com/drawings/d/1auRRMO3CokJ-wqP7X104lPED74fcx03W6zs-pK7Dlsc/edit   )

    Image

    There are 3 samples of an arrow with the relative direction.

    The control works by having the player put their finger on the arrow first. Then release the finger in the relative direction.

    Forward works well as I can use "Within". However, trying to use the relative angle for left and right turning is not working at all. well it works when the object is in the original position as that is the angle.

    So is there a way to use within to check an angle that isn't the angle of the arrow or is there another way to handle how the angle system works.

  • I haven't done this myself, but I have had the same thought about it. At some point I wanted to do some kind of simple old school 2d Zombie GTA kind of thing. I figure the project would be fairly large so I never started. But I did ponder about the large map issue as I felt that would be the most difficult hurdle.

    As I approached the theory I cam up with two ideas. I don't claim these as only or best solutions. Just ideas based on how much I understand C2.

    One. C2 functionality

    Have a two large set of empty sprites of a variety of sizes and ID/Use types.

    Buildings, Cars, Roads, Sidewalks.... These empty sprites are always the same name. Your dynamic sprites are managed as two types(A and B) to manage sprite loading for when changing the environment.

    Define a system to alternating URL load different sprite set's based on the players position in city grid.

    Two. Plugin

    That does the above, but removes a very complicated Event Sheet.

    Anyways. that's my two thoughts on the subject. I would like to see someone pull off the really big map idea. I may end up tinkering on my project sooner than later :P

  • Definitely more of a decade or two kind of wait. Indeed it would be very cool, but there is a lot of interface considerations. It also looks like C2 uses some api's that aren't Scirra's. Which are of course not on IOS and really the list goes on.

    Maybe Construct 3 or 4 :P

  • Not going to hold my breath. I doubt the Wii U browser will be optimized. However, I did see some nifty games on the Wii with and without it's limited flash support..

  • based on what your looking for here are some thoughts. I'm not an expert I'm still pretty new here myself.

    1. each pixel is a sprite or at least 2x2 or 4x4 sprite.

    I'm hesitent to this approach as this is a sprite draw for each object on screen.

    2. Use the canvas plugin. This allows you to directly manipulate the pixels. however I think it requires a lower level coding rather than C2 Higher events programming less system.

    3. Program your game in a language.

    Your best bet is to work with the canvas plugin and use somekind of canvas sprite.... honestly I'm not familiar with the canvas plugin. But I think it's your best direction.

  • How about a CAPX of your controls. I have managed to do touchscreen controls and a keyboard. So it does actively support both.

  • oh I should have done this a month ago.

    I'm Jayce. I feel old. I started back on the Color Computer 1 and 3; ok more 3 than 1. A computer similar to the old Commodor 64. I've loved games ever since I was taken into my first arcade when I was a young child. Since then I live, eat, breath, think and dream games. I married games as my wife is a gamer.

    I've done Basic/qBasic, C/C++, .... etc. and decided i'm just tired of reinventing the wheel. So now I'm with C2 and Scirra. I haven't gotten a game to a playable state in years. Unless of course i count my online multiplayer? ocarina in Java. but since then nothing else :P Making a game by code is tiring. I tend to get more complicated ideas then burn out before getting anything playable :P So i'm hoping with C2 that will all change.

    I'm a big believer that tablet like portable computers are the future and desktop's are going to primarily for the enthusiast and deveopers. Ok this is a multi decade prediction, but I want to be ready :P

    Anyways glad to meet many of you on the forums.

  • ok, I'm having a problem with tracking the wrong touch index.

    CAPX

    it's using Touch.touchcount - 1 to catch the index.

    1. Player presses the flamethrower attack button. flameI = 0

    2. Player starts to move. moveI = 1, flameI = 0

    3. player stops touching flamthrower. flameI = nil, move = 1

    behaviour should stop the flame attack, but continue to have the player still moving. However, that is not what happens. The player control starts getting incorrect input.

    The problem that occurs is seems to relate to the 0 index count.

    case A

    1. shooting

    2. move

    3. stop shooting

    results in s a problem

    case B

    1. shooting

    2. move

    3. some other third finger action

    4. release flame

    causes problem

    case C

    1. shooting

    2. move

    3. third finger

    4. release third finger or release move

    works fine as index 0 is still in contact

    problems come up whenever index 0 is released while continuing to use other index input. So it seems that Touch.touncount - 1 is not a good reference to get the touch index. which is verified by Ashley. So I just can't seem to solve this multi touch issue. It's also a fairly critical problem. Anyone know a solution?