jayderyu's Forum Posts

  • You don't need to give the death cloud any behaviour like solid.

    You just need to update the position(size if needed) and check for player overlap.

    is this a Level Runner or an Endless Runner. The design patterns between them are different.

    An Endless Runner has it that the level moves from one side of the screen to the other. While the player and deathcloud will be relativly stationary.

    A Level runner has it that the the player actually travels along the X axis as would the cloud.

  • Your project is Space Blaster?....

    As a fix. Don't delete any files from the project. Only do actions by way of the C2 IDE. Otherwise your asking for some hurtin. So just put the image back.

  • There is plugin already created for this. Do a forum search for Mode7.

  • Actually even with TCP you can work with it. Just add a sent time with the packet adjust for viable time difference. then drop all the packets that are too old.

    This won't fix some latency, but it will re-adjust to not handle messages that are too old and can cause problems.

    Anyways. Realt time MP can be done with TCP. it's just an elite myth.

    UDP is better; i won't argue better. But can't, shouldn't are not relevant.

  • Yes both distribution companies do have country restrictions. However I do not know the the differences.

    But I do know I have tried to buy an APP on IOS, but wasn't unable to even find the app due to a country restriction of some EU location.

  • Actually. My example still follows the same principles.

    Create a set of nodes. ID them for a follower. Then move the platform node to node. Even if your not drawing them, but instead creating them during edit time.

    I would however add a criteria of naming the platform and path so that platforms stick to there path nodes.

    You could use the idea of following a vector line, but it's over kill for a Mario like platform game.

    You can also give the nodes instructions.

    Forward. move the platform in a count up ward path.

    Back. Send the platform on a backward count down path.

    drop. have the platform fall off the screen.

  • yep

    interchange mouse and touch, but I like touch.

    If is in Touch

    Get Closest Node Sprite.

    Is node Sprite > 50px

    YES Then Create Node Sprite at Touch.xy. node.pathnum = node.count

    On Release

    Start PC Move

    PC Move

    Move PC towards nearest node

    upon overlap of Node.

    destroy node

    Start PC Move

    continuing on

    If Touch start

    node destroy all

    and that's the gist of it. size your node and distance however you want.

    I would say 99% of the time the question isn't "Can C2 do feature X", but instead "Am I clever enough to figure it out."... the answer is yes given time.

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  • Yes you can use Drag and Drop. But it has it's own pitfalls. however personally I think it's cleaner.

    1. Make sure the D&D object always stays at the root of the object list. Putting the DD in a folder will break the system.

    2. You need to work on fixing the offset of the D&D object. A D&D object doesn't center to the location of the touch. The D&D offset is where the touch occured.

    3. D&D that is currently being dragged doesn't like having the .setPosition used to recenter to the touch position.

    4. Ashley doesn't suggest using the D&D object for input control. Not sure why I thought the use of it was slick. But as mentioned in 1,2,3 it can break the system and there will be no BUG fix for it.

    As for you to fix your current problem due to angle. That's because there is no built in dead zone. So even the slightese off center will cause the other direction to trigger. Now if you can pixel perfect control then no problem. So I don't do that.

    on your

    deadzone = 10

    fangStick.x > fangPad.X

    change to

    fangStick.x > fangPad.X + deadzone

    fangStick.x < fangPad.X - deadzone

    alternativly you can instead check against

    fangStick.XP > 10 then simulate right

    fangStick.XP < -10 then simulate left

    ...

    ...

  • Well it's simple.

    Android is simpler to do. however the sales ratio is lower. But is countered by that there are more Android devices.

    IOS has more hoops, but has a higher purchase rate.

    It's worth it to support both. But if you need you can start with Android then go to IOS.

  • It's 2 events for mirroring. It's not worth it.

  • I love Steam. But i would never in any consideration buy tools on Steam.

    I like portable, I like not having steam as a front end, I like having multiple instances of the programming running.

    Steam is for Games don't use Steam for creation tools. The extra price is worth it.

  • My suggestion. When I was working on RexRainbow's base for another person. I found that for every match the system would generate 2000 blocks. I suggest turning on the debug and watching for the sprite count.

    If that is the problem search where the sprite generation is and then check the conditions.

  • as mentioned "remove the EveryTick for you condition" when playing the sound. That's the reason the music stops and can certainly lead to your system crashing.

    so I answered your question to the problem at hand. So why do you need to disable the audio?

  • I had no problems ran. the game almost a dozen times. Just walked left. watched the debug to see if the music started playing. and no problems with crashing.

    However when you want to play earthbound franky. REMOVE THE EVERY TICK condition.

    Also as a suggestions.

    Make one Ground sprite and use frames instead of a different sprite for every ground block.

    Use PLAY not Positional Play for music. Unless of course you want your music to have area effect. However most of time that's not really the case. As an example. walking into a Night Club with a band or music speakers; then you would use positional audio to represent the band having a position and distance.

    Didn't you file this first as a BUG report?

  • I haven't pushed it out to the Ouya yet. But I have no rendering problems. In fact I didn't even really test out my game much on mobile and even less on Ouya due to CJS having some troubles.

    However when CJS 1.4.5 came out which I felt was finally getting close. I ran it and graphically for as far as it get's. Is running a smooth FPS of 55 to 60 constantly.

    But I did hit a problem. I think I hit a Web Storage problem :\ but haven't found the problem. Though I haven't worked hard to fix it with the holiday season up on us.