kenn's Forum Posts

  • Yes just found that and was getting ready to reply - sorry about that looked for a long time and then right after I posted this I found:

    "Is on mobile device

    Tries to detect whether the current device viewing the project is a mobile (e.g. phone or tablet). It is difficult to accurately detect this so detection may not be perfect: there may be some mobile systems for which Is on mobile is not true, and (although less likely) desktop systems for which Is on mobile returns true. The condition always returns true when packaged via the PhoneGap/Intel XDK/CocoonJS containers, and always returns true for iOS, Android, Blackberry 10, Windows Phone and Tizen based devices. Beyond that Construct 2 will test a few other common mobile manufacturers. Otherwise, it will return true if the current system is not a desktop system, since there are relatively few desktop OSs; the desktop systems it checks for are Windows, Linux, OS 9, OS X, Solaris and BSD."

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  • Due to the issue of not being able to play sounds on mobile unless the user initiates a click I want to add a sprite on each page I need sound that says "Start Level" however I only want to show this on mobile devices and thus looking for a way to determine if the user is on a mobile device. If they are I can just set a global variable and do the rest from there.

    Help is much obliged.

  • Yes to clarify there is nothing I cannot currently accomplish with the current audio setup. However there is lots of redundancy and extra code that could easily be eliminated with audio families.

  • This may already be built in but I wanted to know if there was a way to add multiple audio tags to one audio file. That way you can trigger events for for different scenarios that audio file may fall into. Or maybe my taxonomy of off in the audio tag line I was thinking it would be:

    "tag1"&"tag2"&"tag3"

    If this doesn't exist I wanted to request that it be added in the future. This could be solved two ways - multiple tags OR allow for audio families.

  • I have been approaching this the same way you started but I am using families and simplified it a bit. Each time I add a new button that needs a hover state OR a mouse over state I simply add it to that family and its logic is taken care of vs doing it for each button.

    <img src="http://neversettle.it/forums/contsruct-mouse-over.jpg" border="0" />

  • Thanks everyone for the input. Glad that the timer uses dt, ultimately I went with the timer plugin and found that I could add quite a few variations and variables leveraging what was already built into it. Thanks again.

  • Both are excellent answers, thank you I greatly appreciate it.

    One questions for clarification does the new timer behavior also work on dt so in the event the game was lagging it would behave correctly?

  • Have tried to figure this out using the timers here:

    scirra.com/tutorials/450/timers

    but have not had any success. In short I am wanting to spawn an object on a layout every say 30 seconds. However at the start of a layout I want to start over and thus the construct statement "every x seconds" wont work as that is a revolving clock.

    So I created a global variable "timer=0"

    Add 1 to timer every 1 seconds

    Set timer to 0 at the start of layout

    Now my only question is how to get it to spawn the object every thirty seconds using my timer variable above?

    I tried when timer/30 is equal to integers 1-50 but int doesnt work that way, I was basically trying to get it to only spawn when it was a multiple of 30. Any ideas much appreciated.

  • Did you ever make any progress on this? Looking to do something similar.

  • Have found a few different times in my games when it would be nice to have individual world gravity's per item or family. I have found work-around's for every situation but some of them get complex quickly and this would be a great feature.

  • Great minimum viable reproduction of Portal, you could easily add mouse aim and fire functions and a few other tweaks to make it more playable pretty quickly I would think. Nice work.

  • This article is getting to the core idea its just lacking the ability to start with a short rope that starts one length and then expands until it collides with an object and retracts back to its original length.

    scirra.com/forum/realistic-rope_topic47808.html

  • Anyone have any ideas :)

  • Hey LittleStain any updates - still hitting a wall on both of these issues - same button for fire and release and the rope. Any help is greatly appreciated.

  • Please see the simplified capx file. I have one object shooting away from the other object and then swinging once the user presses the second button. Right now there is only a straight line connecting the two, I am trying to figure out how to make that extending line a rope. The key is that it dynamically extends and contracts as the one object gets further or closer to the other one, kind of like a winch.

    neversettle.it/forums/swinging-object.capx