part12studios's Forum Posts

  • I've done a fair amount of troubleshooting for this. i had a working multi touch demo and then applied the same rules to a new project and the project works like it should for pc.. but when i open it in safari and chrome on an iPhone 6s plus.

    I was able to view the game on my android phone via chrome. my game has nothing but a few primitives.. it's not using a lot of memory that I can tell

    part12studios.com/temp/Misc/touchtest/touchtest20

    I mean I disabled all of the event sheet stuff.. removed every item from the layout and it still screwed up. I'm just not sure if there is some silly little trick

    I would imagine that disabling events is the same as deleting them from it right?

  • very cool! yea thought i could get away with not using a sprite on the screen and just based it on X or Y coordinates but this works well. Also yea I was in my more recent but ultimately unsuccessful attempt I was trying something similar with just one item because i could simulate a multitouch like this:

    part12studios.com/temp/Misc/touchtest/touchtest08

    not perfect but at least i could get unique IDs showing on multiple touches.. but things broke down when i tried my own logic there. Thanks for this solution! I've been kinda blocked on it all day.

    Nice to finally get a grasp of how the multi touch works in more ways than one.

    Thanks!

    Caleb

  • Ok so I worked on my game with your touch stuff.. and it's "working" on a certain level but where mine varies from your example.. you have a single touch object.. i have two paddles that should be able to freely move on each side.

    You can see what happens in my example below. if you start touching on the left side.. and then press right side it is the left side reds.. if you touch on the right side then the left side spawns blues..

    here is what i have so far (test with touch device)

    part12studios.com/temp/Misc/touchtest/touchtest05

    the trouble i'm having is that i need to clearly distinguish two different paddles.. your example has a single "touchpoint" where I have two.

    once approach I haven't tried yet though might be to have a single "touchpoint" / "paddle" and based on the X coordinate determine perhaps a frame of animation to jump too.. still a few options but i'm trying to stick as close to your working example..

    I can't help but feel like i'm missing one small step in the whole thing to keep this from happening, but i'm in unfamiliar territory with multi touch and it's a bit tough to test quickly.. having to make exports and uploads to web site to really test.

  • So also depending on the order of things.. like just clicking the play (build) button i get this too.. but if i try to archive, that's when I get the nasty other issue.

    https://drive.google.com/open?id=1QOJp9Ucg_onhIXe55VRJaGN9J6R-2yXU

    Completely blowing out my certs and provisioning stuff.. maybe i have to choose app store instead of ad hoc? I'm just not sure.. lots of options and i'm just not sure what to do.

    Thanks,

    Caleb

  • Hi everyone, I'm pretty proud that i've been able to get xcode to work (gave up on phonegap because i couldn't find a way to update the icons for it) and so far i have been able to:

    - export to xcode

    - import the project to xcode

    - test apps on my physical phone (told there is a bug with the simulators)

    but now it's time to move to testflight.. to do so I'm told to select Generic iOS device and do archive, but when I do this and click build I get a build fail and this error:

    https://drive.google.com/open?id=1WYgGBwS6yt2b2ZELPAze8zPSvIiuuk4O

    I'm really not sure what they are asking me to change.. the build settings is a matrix of confusion and options that i really don't understand. i did my best to try some stuff but nothing seems to matter.

    Is this how people publish to iOS or are people using Cordova/PhoneGap? If people are using cordova where do you go in to insert / embed the various custom icons needed for iOS devices?

  • Awesome, yea i'll definitely give that a go. I'm in the middle of iOS certification hell but i see the light at the end of the tunnel.. once my head is wrapped around that and have a working pipeline i'm going to tackle this!

    Yea it will be interesting to see how it works. in my case the game has no paddle.. you run your finger in a swiping gesture to make a series of temporary barriers.. it was an old gamesalad game i made years ago and that game eventually just died / removed from store because it wasn't getting updated (i wasn't using gamesalad) so I wanted to revisit it with Construct.

    youtube.com/watch

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  • So I just saw this and this looks helpful but wonder if you might have a better approach for what i'm looking to do.

    I am doing a simple "pong" style game and want two players to each have their half of the screen to touch and control. so of course this means they need to be able to touch freely independent of the other.

    my current system works well as long as only one player touches the screen at a time but i want to free that up and what i'm seeing is that when i touch the screen with one, the others touch doesn't register.

    i'm using a "while in touch", but i do have some other parameters like "it's lower than X or greater than X" so i made some effort to distinguish each other, but it's not enough.

  • ok so i did all those steps and it still wouldn't work but i did find a program called "apk installer" on google play and it worked so that's great. good enough.. weird it wouldn't work but this other product appears to work fine so hopefully it stays that way! Thanks for the tips and advice. I wish they helped but hopefully others will find this post useful for solutions for their situations.

  • Thanks! I'll check that too when i do some more builds.. i just really want to get android in the bag before i hop over to the ios headaches.

  • ah i didn't know about the iOS 12 cutoff. good to know. that's my next hurdle is to get all my certificates and what not renewed.

  • That sounds encouraging and I will look into those measures. My device is at my work right now.

  • I selected 6.0 (goes down to 5.0 still).. yea i do get that it's older, but we also shouldn't be designing our games for high end systems either as we need to be sure the games play well on as many devices as possible.

    Yea if I'd never been able to install an apk from the constuct 3 build service i would be ok.. but i do know that it's been awhile (2017) so maybe the build service got some updates that created a problem for the device.

    Isn't there other installers besides the default one? I wonder if there are others. IIRC I remember having more than the one option. I just don't remember how I got them on my device.

  • ok cool i'll see if my coworker can install it on his, although his isn't particularly amazing either, but newer I suspect. i'm not sure i buy that its "low end" for installing an APK though. I had done it before and this devices GPU plays games from google play just fine.

    I understand it make not perform great with cordova apps (i made a video of it running apps poorly in the earlier days of C3) but flat out not installing doesn't make sense. A small test app thats like 18mb isn't going to tax anything.

    https://www.youtube.com/watch?v=35oCmxjrMvY

  • Yea I can see now that path finding is the key here. Worked pretty easy which was nice to see. I remember awhile ago not having much luck with it, but this was also Construct 2 era and they didn't have template files available then that I know of.

  • Hi there, I have an LG G Stylo running Android 6.0 I have used it to install APKs generated by Constructs app building service before. It's been a good year or two though and now i took the same phone with the same (i think) debug apk builds and i select the package installer and the thing starts to uncompress then just close down.

    I did a hard reset on the phone and re-enabled it's developer mode and it's still happening. Is there some other step I'm missing to get this to just work. Android compared to iOS was always very straight forward so I'm not sure what step I must have missed that has changed or maybe Android 6.0 is too old (even though it shows as an option which is even newer than 5.0

    I feel like I must have missed a step perhaps.