Om3n's Forum Posts

  • Sorry for a late reply, things have been a little hectic for me. I initially thought parallax as well. All the layers are the same settings except the UI level.

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  • Sorry for the vague title. Been a while since I've used construct and recently I've begun playing around with it again.

    I have an instance where I have several layers, one of them is a foliage layer. The foliage layer doesn't seen to stay 'in sync' with the background layer. The trees, shrubbery etc seem to move away at a slower rate than the ground and player. I have the controllable object under the foliage but above the background. I would think out of box the trees etc should stay in the same position as the ground and not appear as if walking away.

    Thanks for input and sorry for a stupid question.

  • Is it possible to turn this off? Or perhaps a way of dealing with it being in some devices and not others? I think I have the correct name for it.

    It's from the newer androids and if you find your device not having an options button I noticed you will have one of these on screen and they seem to affect the touch area cutting it short and making your touch control offset a fair bit. It will overlap the canvas though, so you could see where some issues would come in. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Thanks a lot jayderyu. I appreciate the input. Playing with the layout a bit and the collision boxes a little changed the behavior. The issue with the offset in the touch was in relation was to do with the on screen menu bar in android. I made too many assumptions at first I would guess. The touch inputs in the example were misleading ;)

    Thanks again for the input!

    Edit: Should also point out there is still issue with the turret behavior. It stops firing after a short time and stops tracking i've tried having it update every second as well and every tick to see if I could change how it was behaving. i cant seem to find any rhyme or reason on why this is.

  • Has no-one seen anything like this? Is it perhaps something with my phone or something else along the pipeline?

  • I'm not 100% sure how to describe the issue I am encountering so please bear with.

    I've been playing around with a couple of the examples and testing them on my phone. I came across the tower defense style game and encountered an odd issue when running it on the phone.

    It seems the sprites go outside the box and follow the outside layout before entering the path again part way through the layout. Also the turrets seem to stop firing after several seconds on the phone.

    Any insight as to why these behaviors might be happening would be greatly appreciated. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Android 4.1.2

    HTC One

  • It would be nice to have more support for strings. Array's are nice but for smaller games and projects having the ability to read strings as lists would be rather handy indeed. If I'm not mistaken it would allow more thorough searches IE: this:isn't:cool searching o brings up cool when that's not the case lol.

    Wouldn't this also improve performance by not needing to rely on arrays as much saving ram etc for smaller devices like some of the first gen smart/superphones?

    I'm not quite sure how a parsing engine would be necessary for something that's easy enough to do with string.split, then search from the start until a match is found or the list is exhausted? I'm no expert more of an inquiry, It's just something that you would think would be in a good practices to have.(More string support that is. The section in the documentation is pretty bare)

    Just my 2cents.

  • OMG That's simpler then I would have imagined. Sorry bout the vagueness of the question. After re-reading it I had to stop and go uhhhhh. Again that's exactly what I was talking about. I really appreciate the response, thanks again! :)

  • Ah, sorry :( should have looked harder i guess. won't happen again.

  • There doesn't seem to be a lot of documentation on this. I'll use an examples on this. Any I've found deal with 1 sprite top down and the 360 rotation. Do I really need dozens of events to cover 8 dir movement with say for example one of the tank sprites from the sprite pack? Even doing so with that there seems to be issues with movement when multiple keys become involved.

    I played with the tank sprites a bit to see what i could accomplish as far as the events and the animation/movement system but it's buggy at best when dealing with a full 8 directions. Something tells me it's more to do with me, but again there isn't much reference I've found.

    So far it seems I'd need minimum of 16 events and 16 animations to accomplish this. (and it would be buggy dependant on what key combinations you may be using to control certain diagonal movements.)

    Any thoughts, insight or various reference would be greatly appreciated.

  • Got d/c'd after yuou mentioned the websockets during our discussion. almost seems like it lost connection to the webserver.

  • I've been working on something similar tbh although I've been using the twisted libraries for python. Makes a lot of the networking aspects nice. although I'm not sure how the event driven aspect with work with Construct2 atm as far as network based communication.

  • Was one prior to 8.0.1 am now 8.0.1

  • Sorry not an intent to bump topic, I updated FF And it seems to load w/o errors now. IEexplore seems to work w/ a refresh after an initial load, no IE errors now(even though it took a refresh to do it.. Ok never mind it did once, isn't refreshing into a loaded state anymore (IExplore). Still seems to be ok still in FF after update.

    Hmm ok if i refresh IExplore W/o debugger open (F12) no response. but if I open it then refresh it opens fine and only console output is:

    LOG: Using Canvas 2D renderer

  • Just added an edit to the post, sorry would have replied if i knew you were going to be so quick to reply haha.