part12studios's Forum Posts

  • yea imagine they all slide down say.. 100 pixels each time you touch a certain one.. if i wanted them to all go down continously i could use a bullet behavior or some other "every tick" type of condition that would be continuous.

    Now that you mention it.. maybe a bullet behavior could achieve this if i could be turned on / off and all bullet objects

    however that still feels like a hack even if that worked. here would be another example... imagine clicking one object.. and dragging that object.. this would be pretty easy either rolling your own or using the drag/drop behavior.. but imagine if there were 10 copies of the same object around it.. not touched.. how could all of them move in unison relative to the position of the drag.. of course in that situation.. pinning an object seems like it might be helpful here, but i'm not sure that's really the most elegant solution..

    my prior example in my initial post is what i'm trying to achieve, but it seems ultimately it's about how to interact with one object and have a bunch of others know to move in relation to that object as well.. be it on the x, y or both axis..

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  • while I'm no parse expert, my partner and I recently did some cool stuff with this plugin. i was able to call on parse code on the server that my partner wrote.. our example was basically.. the ability to create characters that i would push.. data was.. name race gender.. then in a different view i could retrieve the information.. load it into a dictionary and call on specific characters.. really awesome stuff.

  • Hi there,

    I have a test I'm trying to do for a game to test performance. My friend is using phaser an HTML5 framework and I thought I'd take a stab at it with C2 because I can't believe it's actually laggy for him. I had to see if C2 would perform the same or (hopefully) better.

    Basically I'm trying something in the vein of don't touch the white tiles.. imagine you have to touch an object to advance all of the objects down the screen. so you hop from object to object..

    something like this

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    i had trouble finding a video that shows the game modes that stop because everyone is showing their fast games which of course mean no time for pausing.. but the idea is that the units should only advance as a successful touch is made.

    I tried some stuff with families and individual logs.. i was able to build the list of tiles with a loop but now its time to set it up so i can touch the bottom tile and they all move down together and stop where they should.

    my first attempt was just to see them snap down, but the real goal of course would be to use some kind of tweening effect so it looks smooth with each "step"

    Thanks!

    Caleb

  • Colludium dude well done! I applaud your mad skillz. I could never figure out how to tame this oscillating behavior. bravo!

  • I totally understand and thank you for your efforts! You still gave me some good ideas to test out as well. I know there is a solution in there it has just been elusive so far!

  • hey that's nice. I think your throttle works better than my past attempts for sure! Now the only thing I see and I experienced this as well in my own testing.. see how your example box while grabbed but stationary goes kinda nuts?

    it does a kind of double vision effect.. and if you do a tiny bit of movement (even just click a box) it flings off into space.. probably some kind of lower tolerance to prevent that. i just tried a few things and didn't have any luck getting it to not freak out

  • Colludium that is an interesting way to go about doing it. However that feels a little more like a crane swing it around and while this is not terrible in a simple situation, when you have a bunch of boxes being fed to you i could see that delay making it hard to play the game fast.

    I wonder if there is some way to keep the velocity of the boxes in check to never go above a certain amount? I've made some attempts to do that but nothing seemed to really work. Maybe my understanding of the physics stuff is wrong. I could image that when you let go of the box then the velocity limit might get raised some to allow the box to get flung faster, but still not so fast that it outruns the colliders.

  • Hi everyone,

    So I did this game awhile back using GameSalad.

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    Do to many of the limitations of GameSalad, I moved over to Construct 2. I wanted to rebuild this game and I made some really good progress except in one area.. the drag speed.

    The physics / drag of C2 is super fast / responsive which in most cases is a great thing. However in this games case it created a lot of problems having boxes pop on the other side of walls. I found that i would often quick which resulted in good throws would sometimes could manage to "pop" through walls that normally should stop an object from going through them.

    What I would like is to figure out a way that an object I drag would follow my finger but generally move slower. If you watch the video you see how the boxes naturally lag behind a little.. and yet when it is time to flick them they still can move faster very naturally. I want to be able to flick something, I just need the box to relax a little! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I had made a number of attempts to find solutions but nothing so far has really hit the nail on the head and effectively simulate the kind of drag behavior you see in the video above. Any insight into this would be much appreciated!

    Thanks

    Caleb

  • Speaking of Construct 2.. any talk with Ashley to see if Construct 3 could allow this? Maybe there is something in the C3 SDK that would allow greater access? Seeing that the new editor is just getting started it would be a great time to mention something to them to see if they could take this plugins need into account before too much in C3 is set in stone.

  • Arne thank you so much! Your reply was really helpful and reassuring

    Roger (the coder) managed to find a way to make it work though with a bit of tweaking. He's going to email you the particulars in case it helps at all. We're working together on a light MMO kind of game so we are going to be using a fair amount of cloud code due to multiplayer stuff..

    although we're still just getting started and exploring how we want to do this.

    Thanks!

    Caleb

  • Hi everyone,

    I'm using the new ParseFE plugin and overall it's going great. I'm working with my partner who's very experienced with parse and javascript. I however am not, but I am experienced with C2. So we're trying to pull information from parse in the form of cloud code..

    this is how we're doing it in the screenshot attached. we're trying to call on the cloud code and store that data somewhere, but I either don't know how to use a dictionary correctly or perhaps my approach in general to grabbing/storing remote data locally is flawed.

    Thanks,

    Caleb

  • Arne never mind, I found what I needed.. good stuff!

  • awesome that's all very helpful thanks for sharing.

    Sincerely,

    Caleb

  • cacotigon cool that's very helpful. I took that text from

    Are there many chinese fonts out there? Are there any in particular that would be considered the best/safest? You know how we have fonts like arial and times new roman which are standard fonts.

    I'm targeting the Ouya which is an android device and don't know what fonts android has installed by default or if perhaps I'm required to bundle the font I want to use in my project.