oceldot's Forum Posts

  • Hi guys,

    I've made a huge mistake. I wanted to update my game on Chrome Web Store, and all I see now is nothing but black when opening the new version.

    I don't see any issues when I run the game from C2, so it's a complete mystery to me. The first time I tried it opened up in fullscreen, so I disabled a Requst fullscreen action, but that didn't help.

    I also believe I have exported correctly, and zipped all the file as explained in a tutorial about publishing to Chrome Web Store. No error messages is received when I upload the game either. I also tried to delete my cache to see if that helped, but that didn't help either.

    I know it's a long shot, but I would really appreciate if anyone could help me with this.

    This is the file if that helps.

    https://www.dropbox.com/s/j478u6q0eke50ns/RUN.zip?dl=0

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  • Hi,

    Thanks for your reply. As you can see on my first screenshot, I'm trying to recalculate this part of the level every tick. I tried now to trigger it once every time "Crawl" changes to either true or false as well (after moving the solid). Still no cigar.

  • Hi there,

    This might be a long shot, but let's give it a try. I'm using paths to calculate the movement of my characters, and based on different types of input they can either walk, run or crawl. Now I'm trying to figure out how to stop my characters if I they are not crawling (in this example through a crack in a fence. The red squares represent solids that I only display here to show you that when crawling, one of the solids is removed so an opening is available.

    However, if I start to crawl to the other side of the fence, and then change to run right away, it is now possible to run through the same opening. Is there a way I can avoid this? I have now "cheated" by moving the character to the other side of the fence depending on which side of it they are standing, but I can't seem to figure out how to avoid being able to run through the solid after first starting to crawl.

    Solid2 is the name of the red solid that you can see disappear.

  • Ok, it seems to be working using On any touch end instead. I'll tweak some more and get back to you if I run into any more issues.

  • Greetings! I am attempting to design a game where you control your character by either a tap, a double tap or a hold gesture. The only difference would be the speed of the character as he moves along the path. So far I've added the movement for single and double tap, but for some reason I'm not able to make my character move while using the hold gesture. Below you can see my events and actions. Can anyone see any obvious reason why there is no movement when holding? During debugging I can also see that the Pathfinding behavior is able to set Has path = true during hold, but Is moving will remain = false.

  • Ah, solved..

    If you prefer 1.11 format:

    This is pretty cool, but how can I get it to display minutes when 60 seconds has passed?

  • If anyone else for some reason want to achieve the same, you can do it simply by adding another object, and then pinning this to the object originally pinned. This way, the new object will rotate towards the first object, giving the illusion it's following your movement. And then all you need to do is hide the original object.

    Confusing? Yes. Terribly written, I know. Sorry about that. Let me know if you need more details.

  • Actually, maybe I was a bit too quick there. How do you make sure positions of objects on screen etc are saved when switching between orientations? I'm not sure Persist will work for me.

  • Try this. It works for me:

    - Make two layouts: landscape an portrait. Both with the same event sheet.

    - Add the object "Browser"

    - Add to the event sheet the following conditions (Browser) and actions (System - go to layout):

    - Browser > Is Portrait --- System > go to portrait

    - Browser > Is Landscape ---- System > go to landscape

    Ah, why didn't I think of that? Great idea, thanks a lot!

  • That didn't really make much sense to me, I'm afraid. Any change you can create a simple capx to clarify?

  • Hi guys,

    I feel this should be quite easy, but I'm not sure exactly how to start.

    I have a button with DragDrop behavior, and I have an object pinned to this button. What I'm hoping to achieve is to have the object that is pinned rotate towards where I'm dragging the button. Not only the directions shown in the images attached, but a full 360 degrees. Does anyone know a simple way to fix this?

    [attachment=2:3l4xjndt][/attachment:3l4xjndt]

    [attachment=1:3l4xjndt][/attachment:3l4xjndt]

    [attachment=0:3l4xjndt][/attachment:3l4xjndt]

  • Try to lock the orientation and use the "browser" object. There is a condition for mobile orientation. (not tested).

    Which runner (webviewer) are you using?

    I will look some more into it, haven't found a solution yet.

    What do mean with webviewer? I'm testing this on an Android device after exporting from Intel XDK.

  • Hi folks,

    I'm trying to create a game that can be played both in portrait mode and in landscape mode on Android. The thing is, when switching orientation, only certain elements should rotate. I've tried to set the project setting Orientations to Any as well as to Portrait, and then use the Browser Is Landscape/Portrait event to rotate the buttons, but it seems I can only either rotate the whole screen or nothing at all.

    Am I close?

  • Thanks, I'll check it out.

  • frenzyace: Hi, I just made a quick one about this, hopefully it can be of some assistance:

    https://www.scirra.com/tutorials/1249/h ... oogle-play