Kyatric's Forum Posts

  • Tbh, the first thing that comes to my mind is about : "All is needed is a left/right/up/down and space/ctrl key simulation.".

    I'm afraid this is not true.

    I mean, it really depends on the game. A simple game with two actions, sure this will be enough, but on a game using more keys, or using only the mouse plugin (instead of/not having a touch with "use mouse input: yes") I'm afraid your idea isn't as effective in those cases.

    I'm maybe missing some big picture there, but it seems to me that it should be the game's author responsability to make its game accessible to mobile devices, not an "after-thought" patch.

    Also I don't know if, technicaly, a plugin could cover all cases.

  • Indeed, setted fonts appear to be "global" to the text objects.

    Nice trick/thinking

  • I think you forgot to link to a video/example of the game ^^

  • Hahaha, yeah more place to search for events bugs in projects ^^

  • kittiewan: Thank you <img src="smileys/smiley4.gif" border="0" align="middle" />

    It should be usable in turn-based games and/or with the right combination of cell's side size/layout size / delay of use.

  • At least those two: here and there.

    You can see the full list of the available tutorials here and as Savy said, you can find numerous more specific mechanics in the how do I FAQ.

    Also to prevent quircks like having two projects in the same folder, be sure to follow the best practices.

    Bonne chance ^^

  • Make a zip out of your game's folder (the folder the file .caproj is in, with the folders "Animations", "Event Sheets", etc...) and post it here.

    It should be possible to edit the .caproj file in the notepad and add the missing element.

    The error says that an instance of the object type "TiledBackground" is defined in the Layout1.xml file, but that the object type itself isn't defined in the caproj file.

    Let's hope you haven't been mixing different projects in the same folder ^^

  • I believe the upload won't work/will be denied.

    So yes, I'd developp specificaly for the arcade without custom plugins/behaviors in the project at all.

  • Moved to Open topics if you don't mind ^^

    Thanks for the notice though.

    I don't know if there will be another Scirra competition as soon as this one finishes, but there are loads of competitions all the time over the internet.

    Ludum dare is quite cyclic for example.

    There are also the monthly Mozilla's devderby (not specificaly games, but I believe C2 can be useful in the making of something neat quickly).

    Those are only two examples out of dozens <img src="smileys/smiley4.gif" border="0" align="middle">

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  • You should say what you are trying to achieve more precisely.

    There are loads of ways to do different things.

    Maybe this capx will help you do what you want.

  • Hopefully when exported too.

    I don't have touch device, so I can't test it, but there's no reason why it shouldn't work.

    This feature has been added some releases ago.

  • HTML5 audio support is bad, and on mobiles it's even worth.

    C2 has no limit, but your device has.

    Also I'm not sure iPad 1 can support/play "html5 sound" at all.

  • Also you should get rid of the mouse plugin and set the touch property "Use mouse input" to yes. You can then avoid duplicating code if there's nothing specific to the mouse required.

    For the second question indeed, I'm not sure exactly what you're trying to achieve.

  • kittiewan: sorry for the delayed answer.

    I've looked into your capx, and indeed, I believe the PF can't handle to be run several times each frame, it sounds like too much calculation.

    For the part about enemies spawning in the top corner, it has to see with the event to make the enemies move (based on Yann's formula).

    Apparently it results in getting a X, Y to 0, and that's why the enemies keep staying in the top of the screen.

    I've looked (not that deep) into it, and I guess the formula should be adapted to your project, but I haven't dug much. (you can see it by toggle disable said events, the enemies won't move, but will be spawnt in the "starting rectangle".)

    A solution if you really want to use the PF is to "delay" the number of times it gets executed each second (instead of each second, execute it every 10 ticks or so), this could allow the soft to run a bit smoother (no promises there though, it's theory <img src="smileys/smiley17.gif" border="0" align="middle" />).

    Mercy is probably right though, the PF might not be the best behavior to use for "chasing ghosts" type.

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