Lncredible's Forum Posts

  • Hi all,

    I've been following this guide to build and compile my game for CocoonIO - shatter-box.com/knowledgebase/cocoonio/

    Problem: I can't get the compiled game, on Android, to Force Close. I've copied the setup used here:

    shatter-box.com/wp-content/uploads/edd/2016/02/appExit.png

    The Close Game is triggering from a Touch Event on a Sprite.

    I know that the Condition "Is Canvas+" is working as I can get other things to trigger from it, but I can't get 'Force Close' to work at all. Any thoughts? I've checked the plugins installed in CocoonIO, and made sure it is compiling with Canvas+... Minify Script is not ticked, etc.

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  • Probably best to post a .capx showing the problem, as it allows those who can help a quick way to both understand and (hopefully) rectify the issue - especially as you note that your problem is "quite hard to explain".

    Be aware that the time users have to help may be limited (due to work, life etc) so asking them to go through a tutorial to understand your problem may be a little too much.

    You are quite right. I've posted a .capx project file above for anyone who has some time to help.

  • Bump! Please help!

  • Hi all,

    I've been following https://www.scirra.com/tutorials/560/sw ... th-inertia to set up a simple "scroll controls" test but have run into the following issue:

    When following the instructions it works perfectly, that is, until I try and reverse the Direction of movement ("Direction: By adding or subtracting ‘self.DiffX’ to ‘self.X’ (and self.DiffY to self.Y), you can change the direction of the scroll depending on your game needs."). When I've inverted the addition to subtraction I get a strange bug every few swipes where the DiffX and DiffY values are clearly wrong and the scroll goes bouncing back towards (sometimes beyond) the origin of the swipe instead of away from it.

    It's quite hard to explain. Please see the .CAPROJ file below:

    https://ufile.io/s4e14

    To recreate the issue:

    • Load the Caproj and Start the project
    • Use a touch screen to swipe left, right, up and down
    • Eventually you will be "rebounded" back in the direction of the origin of the touch (infrequent)

    Thankyou,

    Greg

  • eSports Manager! Coming soon to iOS!

    https://play.google.com/store/apps/deta ... im.testudo

  • Hi Evanetot,

    Overall I think we need a bit more information about your project. Can you post your .caproj file, or if you aren't comfortable sharing your project perhaps make a "mockup" of the issue with placeholders in a new file?

    It sounds to me like your Triggers are not individualising your turrets, i.e., when a Turret sees an enemy it is only picking the first instance with which to check Conditions and perform Actions.

  • Hi mkinsman,

    Try experimenting with the 'Fullscreen in browser' settings from the top level of your project (Highlight the top level of your project folder then look in the 'Properties' bar.

  • Hi johnkx,

    Looking at the .capx file I can see that the following line is your problem:

    "Distance

    Every tick -> Add Block.Bullet.Speed * dt to CurrentDistance"

    When you are "pausing" the game by using "Set Bullet Disabled" for 5 seconds you are not stopping this counter from running. In fact, Block.Bullet.Speed is still constant as you are not changing that value, you are merely 'Disabling' the object's behaviour. This means that even though your blocks are disabled they are continuing to spawn.

    I resolved it by adding a global variable called "Pause" and used Boolean logic:

    "On "BGStop" -> Set Pause to 1"

    "On "BGStart" -> Set Pause to 0"

    "Distance

    Every tick

    Pause = 0 -> Add Block.Bullet.Speed * dt to CurrentDistance"

    By adding the condition "Pause = 0" your Distance logic will only run while the game isn't paused.

  • Good morning,

    I am free to have a conversation with you by email about your Development requirements. I have most recently been working on 'eSports Manager' which has included a system for building your own Team Logo using layers -- it looks similar to what you might need here.

    https://pbs.twimg.com/media/CsdalHVWAAApqnw.jpg

    Please PM me on here for more information.

    Thanks!

  • Hi there,

    Can you be more specific about what you want to accomplish?

  • Hi,

    I always find this guide useful: scirra.com/tutorials/1126/m ... le-devices

  • "AnimationName

    A string containing the name of the currently playing animation."

    Could you take it from SPRITE.AnimationName?

  • Not sure what you mean but maybe this:

    Put your check for Family.Health OUTSIDE of collision checks. You want it to run all the time, not just when your objects collide.

  • Hi,

    Sounds like you've done everything right. Can you verify that the explosion sets their health to "0" in the debugging mode?

    Family.Health <= 0

    ____ Destroy

    That should be enough to identify which unit's health has become <= and remove it. Can you attach your project?

  • Hi,

    You could add a short cooldown timer so that only the first tap is registered.

    Add the Timer behaviour to your object.

    Add a number Instance variable to your object called "Firing" set to 0

    "On Tap"

    AND

    "Instance.Firing = 0"

    ____Start Timer for 0.2 seconds tag "Cooldown"

    ____Set instance.Firing to 1

    ____Call Function "Fire!"

    On Timer "Cooldown"

    ____Set instance.Firing to 0

    This will stop your player tapping twice in quick succession (such as a two-fingered tap) as the first tap immediately sets Instance.Firing to 1. However, the biggest limitation here is how fast you allow your player to shoot. You can adjust the timer to accommodate this.