LittleStain's Forum Posts

  • From the manual:

    Multi-touch

    The Touch object supports multi-touch. This is most useful with the On touched object and Is touching object conditions, which can for example detect if multiple on-screen touch controls are being used. This is sufficient for many games.

    For more advanced uses, the TouchID, XForID and YForID expressions can be used to track individual touches for different purposes. Each touch has a unique ID (which is an arbitrary number), and can be accessed using the TouchID expression in an event like On any touch start. The touch ID can then be stored in a variable and tracked using the XForID and YForID expressions. Finally comparing the TouchID in On any touch end indicates when that touch has been released.

  • I'm very busy, but if you do the majority of the work, I'll probably be able to adapt it..

    Just send me PM..

  • Similar questions have been asked a lot.

    Did you search the forum for autorunner spawn or autorunner create?

  • Just responding to say, it isn't just you..

    I can only test on my low end tablet, but when fps drops under 60 the stutter is there for both the dt object and the bullet-behaviour object..

    After a few seconds the game runs on 60fps and the stutter is gone..

  • Wouldn't using the tilemap object be much easier/better than filling the map with squares?

    Just set the tiles of the tilemap to 60x60..

    You could have the sprites to drag and on drag and drop release check the tile which they are overlapping and set the tile to the one that looks like the sprite, etcetera..

  • I'm guessing they just use a negative growrate in the properties..

  • I guess you should be able to use the html-code with the third party html-plugin..

    You can find it on this forum, plugin section..

  • What are you using in the game itself right now?

    Seems like it is perfect for tilemap, but if you are using a different method for the map right now, using that method would probably be easier to implement when loaded..

    local storage is local, so it's on the device it's played on..

    If you want others to be able to use the custom map, putting it on the internet should work..

    For that you'd probaly want to use Ajax, php and a database..

    I don't know anything about how to do that, because I never needed it, but there are some tutorials about it.

  • What is a Html animated picture?

    What format is it in?

    You could probably display it over the canvas if on a website, but you might want to find the third party html/div/iframe plugin if you want more control over it from inside Construct2..

  • I don't know the network and why it would be an improvement over the possibilities already available..

    You might be able to create your own custom plugin through the SDK, or pay someone to make it for you..

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  • As stated here..

    Please be patient while waiting for response..

    Not everybody is online all the time..

    Your question is about chipmunk physics, which is a third party plugin not many people use, so the amount of people able to answer your question isn't really big..

    I guess your best bet would be to wait for R0J0hound

  • I think it will be better to upload your project in a single file or (.capx) format so that it will be easier for them to help.

    By following this procedure

    Construct 2 Button -> File -> Save As Single File...

    Just click the download button at the top to download the capx..

    This is saved as a single capx file, google drive just shows the contents of the zip..

  • You don't need Ajax, you can use it if you want, but you don't need it..

    I can't give you details on how it would work in your project, because I don't know about your project..

    If the player can only place objects in a grid, you could either use an array or the tilemap-object to store the position and save that as json..

    If the player can position anywhere, you might be better of saving each object as json..

    If there are other limitations, you might be able to use those in the saving progress

    I wouldn't save all the time, only when the player is ready and have the player enter a name for his map..

    You could save the asjson to a localstorage item and have a dictionary object with the saved names..

  • nah bro you're talking a different language now, thanks anyway...

    I'm just explaining the logic..

    But you are right, I wouldn't use words like "nah" and "bro"