part12studios's Forum Posts

  • It should be there.. do you have an actual phone to test with or are you using the emulator?

    do you do anything to the settings at all when you open the .sln file? i don't.. i'm wondering with all your package.appxmanifest stuff you might have changed something?

    I change absolutely nothing.. i open.. and build..

  • yea i took a stab at it, but my math skills suck.. but i made this really rough and dirty almost right capx you can try out.. it isn't properly setup, the coordinates are out of whack but notice that it does track with the mouse movement without flying off the screen https://www.dropbox.com/s/noiijo4afpbbf ... mouse.capx

    i think there just needs to be some better math to establish where X and Y of the mouse and the X and Y of the sprite are to insure they move in unison.

  • I'm not familiar with that game. Can you link the game you're talking too? To do a basic zombie game from top down.. just follow the https://www.scirra.com/tutorials/37/beg ... onstruct-2 tutorial.

    If the zombies do something different in that game please offer some links to the game you're referring too.

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  • there is an 8.1 coming? that's good news.. i hope its a standard upgrade for all wp8 phones!

    I did a little googling, and apparently the announcement is April 2nd.. I hope actually comes out soon after that announcement..

    As for my game I'm going to go ahead and move forward with it.. its not a big game, but yea i'm feeling more and more like this is something i can't can't bypass.

  • are you wanting someone to use the keyboard? to "Enter your name here" and hit the enter key on your keyboard to submit something? I'm just wanting to be sure I understand what you're doing exactly and what you need C2 to do

  • here is another question in the process of solving this issue.. the puck in this game has a physics object attached to it.. i wonder if there is maybe a problem with the paddle having a physics behavior attached to it while i'm controlling it with touch.. like they are fighting each other..

    the question then is, is there some way to get a physics object to interact with another object that doesn't have physics, but maybe has some other behavior that's lighter.. i tried solid, but that didn't help.. even putting it on both the puck and paddle..

    So yea its just really peculiar. I had a buddy test it out as well and he experienced the same lag i did so it's not just my device.

  • i'm not sure about the clay.io stuff.. but i'm interested in something like this. will it work in ios, android and wp8? I'll have to look into this solution as well and see if I experience the same problem, this isn't why i replied though..

    something you mentioned about crosswalk and seeing a black screen. I was having the same problem, but then i saw that there was a recent update that i didn't install. So there was a (i think) relatively recent big update.. once i installed it a big difference for me was that there was a new folder called www in a new project..

    with this new update, i found i no longer had apps appear as a black screen. granted i did have trouble with music tracks starting at the beginning and the use of litetween with another event caused some choking but overall the conversions were very good. So you might want to give it another look.

    I think the reality is that crosswalk is getting better, but is not really ready for ALL games made with HTML5. The simpler the game the more likely it's going to be a good fit for Crosswalk, but I do think in time its going to get better.

    regarding the xap output that is odd.. this is the way i have things set to get a xap file in my release folder.. bear i mind i'm not saying this is the only way to get it.. just that this works..

    • set device to device (not emulation)
    • set to release (not debug)
    • any cpu

    it appears under /bin/release/

    also a little thing i learned on top of this.. if you want to launch it without debug stuff going on, you can right click on the project name (over on the right under solution) and click "Deploy" which will push a version of the app over without opening it.. you'll see it appears as an actual app in your list of apps and running that from the phone will give you a debug free version running.

  • cool glad to help.. and yea back to your questions about storing data try out the webstorage object. add it to your project and you'll see some options. it makes it very easy to store data and recall that data. for web games there are no permanent solutions to save data that i'm aware of unless you want to use something like Azure or other web services (they have a plugin for azure which is pretty awesome, but i haven't delved into it just yet)

    https://www.scirra.com/tutorials/266/we ... nformation here is a webstorage tutorial.. one thing that i'm not 100% sure is in this tutorial, but remember when your project starts, do a check if there are the web storage entities yet when you start in order to save the data initially..

    when you run your game for the first time, these webstorage entities do not exist and are not able to be saved too unless they exist.. so what i do is a check for my high score at the start of each game..

    but the catch that's not obvious to a new person is that you do the opposite.. there is a "local key exists" check.. but you INVERT it. so when the game looks it says.. does this NOT exist and if it doesn't.. go make it.. this kinda messed with me the first time i tried to do webstorage awhile back..

    once it exists, its very easy to push data too it and retrieve whenever you need it.

  • so there are questions about how you're porting it over. using crosswalk I assume for android? I've run into a similar problem. Normally Letterbox scale works great, but not when brought over to iOS/Android..

    The (yes not ideal for all games) solution I have found is to use scale inner.. this fills up the screen vertically but it also pushes the game wider as well so you can potentially lose a significant amount of screen space. The worse case though is going from 16:9 ratio to iPad.. because you're going from widescreen to traditional 4:3.

    look at this image.. http://www.rtings.com/images/black-bars ... mawide.png

    the bottom row / middle image is a quick example of how much space would get cut off in that extreme case.. but if you're just going from subtle 16:9 to 16:10 or other similar but not identical ratios.. then you can just be sure that you move your game elements / UI in a little bit so less wide screens don't cut off things.

    Also if you do scale inner, be sure you lock it to landscape.. because it will REALLY look bad in portrait if you don't.

    Alternately if you're making a portrait oriented game you'd use scale outer which would do the same thing but fill to left to right and also have the same cropping problem if you're not careful..

    really though the only devices you'd have any real issue with are screens like iPhone 4s and older and iPads. Even iPhones are not that bad.. they are not 4:3 which is what the iPad which is by far the worsts I've encountered..

  • ok to your first question about a loading screen.. here is how you do it..

    1. make a new scene and call it whatever you want "loading screen" or whatever

    2. open a layout (doesn't matter which) and click anywhere that isn't an ojbect (empty space)

    3. look to the left and you'll see in the list of layout properties a "Project Properties" and view underlined.. click it

    4. look under Project Settings and below that you'll see "First Layout". This is where you select your loading screen to be the first thing to load rather than what you have currently.

    Once you have your loading screen doing what you want it to do, you would use "go to layout" in that event sheet to get back to your game scene.

    as for a loading bar, there is a default one that you can set.. its a little lower in the same project properties.. look for "Loader Style". I like to use "Progress Bar Only" as this de-brands the C2 logo from the preloader screen..

    Anything more is probably more work than needed honestly. If you want to talk about profits, one thing you need to keep in mind is to learn how to make your games quick. Don't get caught up in the details that don't pertain to your game any more than you have too. Sure the deeper your game gets and the more epic the more you might raise the bar of other things, but for causal games, I wouldn't get too concerned about making custom preloader bars.. not that they are probably

    as for the 2nd profile thing, basically what you need to look into is "webstorage" which is where you save data as a cookie to your browser.. the good news is that this storage system carries over to mobile devices from what I've seen. Its not a database like you're thinking, but it is a way to store various information and then retrieve that information.. I've not used it as extensively as your idea would require, but i it would still server the purpose.

    As I read more though about what you have in mind, you might need to also look into using some tables of information which can be done as well although I'm not experienced in that stuff.. but imagine you have a table with all of the possible items and an ID system.. then all you track is if any one of those upgrades are "on" or "off" and then appear when turned on by a store bought action..

    I'm not a senior developer, I'm asking plenty of questions for my games as well. It's good to take a game and build on it, but also don't be afraid to sometimes start over if your scope grows too much. sometimes the game you start with can hold back the game you want it to become later due to how you structured things.

    Also one last tip that is off topic but if you're new, you might not know about it. When I started my first serious project, I had all my logic in each layout event sheet that pertained to that layout.. What you can do is actually bundle specific code for specific things into specific event sheets.. then the main event sheet associated with a given layout you're in you can "include event sheet" and add all of those

    I also found it nice to put all of the global vars in a "vars" event sheet to keep them all in one place.. this is really good for making changes easier.. for example.. if you have a custom mouse.. and it had mouse over effects and such.. could all be in a "mouse" event sheet. then if you ever want to make changes to the mouse, you go there and it effects how the mouse behaves everywhere.. vs putting the mouse logic in each event sheet.

    Good luck!

    Caleb

  • thanks for getting back to me on this. The thing is that i have it running on the phone when this performance trouble happens.. and oddly enough the problem doesn't happen in the IE on the very phone i'm testing the app on!

    I'm not using any "every ticks" except when the finger is not touching (to keep the paddle from falling by the gravity that effects the pucks).

    I'm testing on a Lumia 920.

    I'm just trying to figure out the most efficient way to address this on wp8.. the problem doesn't occur on iOS or android hardware for me.

  • awesome examples thanks! that should do the trick!

  • Hi there,

    I have a project that I've been testing on different devices and its performing as expected except on WP8. It seems like while my finger is on the screen it kills the FPS. When I release it's back to being smooth and beautiful.

    I thought it might be that I had an "every tick" event going on, but i removed that and went back to being smooth as it should be all along.

    http://part12studios.com/temp/Splong7/ this is the game in action.. plays pretty solid on iOS, Android and even web on the same respective devices.. it seems to be specific to WP8 as an APP..

    and get this.. it even doesn't experience this problem when it's playing in IE!

    I am starting to wonder if when i run the game from VS either as release or debug.. notice in this screenshot you see some stats on the right side.. https://www.dropbox.com/s/g8dxrlldlaoeh ... 8_0003.jpg

    does anyone know how i could install an actual xap file as a stand alone app?

  • I've linked the project here if you want to see first hand, but in a nutshell, yea i'm doing a:

    angle(box.X, Box.Y, touch.X, touch.Y)

    the fling effect is achieved doing a:

    physics impulse distance(box.X,box.Y,Touch.X,touch.Y)/2

    https://www.dropbox.com/s/7a1ci9k5k2n30 ... tup%29.zip

    so yea if I follow you correctly, I'm not using physics to set direction and don't know how to do that. Any suggestions? I tried things like Physics Force At Angle (not sure i'm using any of them right) but it didn't seem to yield any results.

  • Hi there,

    I'm working on a box flicking game and have most of it working, but there is a tad bit of sloppiness that I would like to find a solution for.

    this is what i have with C2 so far.. http://part12studios.com/temp/fredex2/

    I made this in gamesalad

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    and want to recreate it with C2 but you see how the boxes tend to be fluid and not so prone to freaking out if i move them slow sometimes...

    The big issue is notice how in the C2 version (first link) when you move slowly.. see how it violently shimmies? I would like that to not happen either. would just like it to naturally flow like the youtube example does.

    I'm hoping there is a way to calm the boxes down a little, but not be a cpu intensive solution.

    Thanks!

    Caleb