L1amm's Forum Posts

  • Here's an example capx I made:

    http://dl.dropbox.com/u/53898431/Junk/Universal_Device_Example.capx

    I use anchor behaviour to strech the background sprite. I hope it helps.

    Link is dead; PLEASE post a link for it, would help me a ton.

    Thank you!

  • please post the universal device example, it seems to have been removed.

  • Am I mistaken or is Touch.X not supported?

    I read something about Touch.X not being supported for multitouch but I thought that would mean I can still use Touch.X....

    Anyways, after updating to the latest version of construct 2, I got my physics project working with cocoonjs (fixed the black screen issue) but touch does not seem to be working (im using touch.x)?

    Has anyone had this issue ?

    Any help is greatly appreciated, Thank you for reading.

  • After updating to the latest version of construct 2, I got my physics project working with cocoonjs (fixed the black screen issue) but touch does not seem to be working (im using touch.x)?

  • Anyone know why the touch events arent working with CocoonJS ?

  • Okay, I updated to the latest version of C2 and tried exporting to cocoonjs again and it actually works but the touch events arent registering so I cant move lol

  • just running it from a browser on my phone.

    It was running all the physics objects and everything perfectly well until I added the large backgrounds.

    There is 4 background layers with parallax that when i take out the project runs well again. Tiled backgrounds sized at 1600x1200

    And yea the physics object contributes to the lag but it is the player and the ground so not much I can do about that. Without the backgrounds it doesnt lag really.

    EDIT: Tried using CocoonJS to speed it up and hopefully resolve the issue.

    All I get is a black screen when launching my app. Tried local preview and exporting to cocoonjs and using the zip; both give me just a blank black screen (with an fps meter)

  • Cmon people, it's my birthday some help would be nice haha!

    How do I make a large layout that is unique?

    I put the vertical parallax at 0-10 and it works on mobiles now but it's semi laggy with an image size of 1280x960 for the backgrounds (4 layers) and a couple physics objects

  • Im making a game with resolution 1366 x 768 for my iphone4s

    My problem is I have tiling backgrounds that I want to fill the entire play area, which is 2000px vertically. The images big enough to fill this area do not display on my iphone and i cant stretch tiled backgrounds...

    How do I get an image that big to tile ?

    Works fine on PC preview but when I use my iphone the backgrounds dont show up because they are too big. (I tried scaling them down but I dont want them to tile vertically.

    <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley7.gif" border="0" align="middle" />

  • nothing there says the link

  • Edit: Solved myself by using a family called TextBoxez and doing

    on touch, if textbox has focus

    set text to mid(TxtBoxes.Text , 0, (len(TxtBoxes.Text ) - 1))

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  • Trying to make a touch button that simulates backspace in a textbox.

    Is there a way to use the mid() and len() functions to do this?

    like take the middle of the string from start to length - 1 or something and set that as the text ? Am I on the right track here ?

    Thanks

  • I'm pretty sure I fixed it; I think it was a bug with the collision box (object was bouncing multiple times when it hit a wall).

    I also had a problem with the last horizontal-moving guy in each wave not lining up with the rest of the guys spawned with him, the X coord was a little off and as they bounced off walls it got more and more off, Couldn't figure it out so I just downsized the layout a bit and removed him and it works!

  • I'm making a game similar to waves mode in Geometry Wars Retro Evolved.

    Enemies spawn in a line and then move either vertically or horizontally, bouncing off the borders until killed.

    I used bullet movement for the enemies and it works fine EXCEPT when the enemies (bullets) are off screen, their collisions or speeds or something gets messed up and they get out of line with their 'friends'.

    Is there some setting I can change so they work properly when off screen? Should I not use bullets? PLEASE HELP it's bugging the crap out of me and ruins my game!

    BONUS QUESTION: Is there an easier way to accomplish moving them all up/down and left/right and/or spawning in waves ?

    if ='s were the bad guys going up and down;

    ============== enemies in a line, like they spawn and are supposed to stay

    ==

         ============ after you move to the right and two go off screen (they get out of line like their speeds changed while of screen or the collisions register differently than their friends still on screen)

    Here is a url link to my project file home.comcast.net/~xyz1346/L1am/helpme.capx

  • This sounds sweet I'll post some screenshots if I can get it working.

    Thanks for posting it.

    Joannesalfa why quote the OP ? you like taking up space for no reason?