part12studios's Forum Posts

  • LittleStain in it's simplest form, i have a have to have a bullet behavior on the bullet object or it doesn't move.

    when i add the unaltered basic bullet behavior, the bullet shoots to the right regardless of turret rotation.

    So I'm just not seeing where the turret is telling the bullet what direction to go.

  • okay, first question.. what is the green loop icon? you have it next to system in several places. That is new to me. I guess it's related to "for each" but i don't see why this would have an icon where other actions don't. Is there something special about it I should know?

    another thing. you have a system/else on line 3 all by itself. seeing it as it is by itself, i am surprised to see that works. wouldn't the else need to be linked to something to know what the other option is or is it simply that because it's the next function below the 2 line that it works?

    So you use this "for each" function, is this a key part of how you differentiate the saving of UID's to each tower individually?

    You use TargetUID for both Tower and Bullet. Is this needed or could they have been named uniquely?

    Also I noticed that you're not using the turret behavior stuff. As you can see in my prior capx, its about having a turret rotate and point to the target and i'm not sure if that would effect anything with your approach.

    Sadly after having gone through it to try and reproduce what you made in yours somehow it didn't work. I've attached the project here if you want to see what i did.

    I have to say this IS a very advanced / complex way to solve this problem. very impressive, but for noobs like me its a clearly easy to mix something up.

    here is the project dropbox.com/s/jt6g4icsdokxrx5/TD_Test_2.capx

    the only difference i can see is that i have two enemies on the screen already where you spawn an enemy from a spot. i'm not sure if that would matter.

    Sincerely,

    Caleb

  • Also for anyone who wants to see exactly what i'm seeing here is a link to the project dropbox.com/s/u20cq4809ao2ds7/TD_Test_1.capx

    I should have included this sooner.. see how the turrets track as they should but the bullets seem to be conflicted.

    I'm trying the method JJList made now. I just can't figure out what the template version achieves the same effect with a bit less work.

    Regardless I do like having a better understanding of how to utilize UID.

    Thanks!

    Caleb

  • ok yea now see that is what i'm talking about! i'll pick it apart further to be sure i really understand it (I.E. actually make my game do the right thing). What mystifies me though is that while you're doing it in a way that makes some sense, how did they get their tutorial to work.. i'll have to investigate further. :)

    Thanks!

    Caleb

  • Hey that's great. Where is the FAQ? I would love to know more about how picking objects works in Construct 2.

    Maybe if anyone happens to see the Turret Defense Template they could quickly explain how those turrets are clones of each other, but able to behave independent of each other and tell individual bullets which direction to fly.

    Thanks!

    Caleb

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi there,

    I'm doing some work on a tower defense style game and i see the turret temple, but i'm still not seeing how i can have one turret on the screen and each behave independent..

    the issue i have is that when my turrets spawn bullets which shoot towards their target, one turret alone is fine because i set angle for the bullet and it shoots in that direction.. but if I add a 2nd turret, they are both targeting different targets, but all bullets move the same direction rather than each firing in their own correct / independent direction.    

    I suspect this is going to be a much bigger revelation than just turrets, but this seems like a good example to start with.

    Thanks!

    Caleb

  • They had a recent Nokia DVLUP day event here in Boston and the challenge was linked to that. It wasn't public, but if you're publishing to WP8 check out dvlup.com/SignIn as they have various challenges and rewards. It's a pretty cool program really for the WP8 market.

    Oh hey yea about that.. you don't have to really change much! I learned this from my own recent experience and having worked with some guys over at Microsoft as well who helped out at the event.

    • you don't need to change all the file names and such.. my file that I uploaded is called WindowsPhonePluginForConstruct2_Release_AnyCPU.xap as long as you change the "Display Name" under WMAppManifest.xml to your game name, so it shows up named right on the phone.

    also if you notice the blue loading screen with the graphic.. if you want to change the color, update the line in MainPage.xaml below to reflect black (#000000) or whatever color you want.

    Like the tutorial says all you have to do copy over media and assets, etc..

    Also be sure your icons have no transparency to them. they should be solid pngs. A buddy of mine had that happen to him when he submitted his.

    Lastly, be sure to check out my recent blog post here about the overall process. part12studios.com/2013/12/construct-2-windows-phone-publishing-tips i'm sure it will get some revision as i learn more and have the app 100% on the app store which right now I'm waiting on..

    Thanks,

    Caleb

  • TheHen is going to get back to me about it this coming week. he is on vacation so I'll let you know what I hear about it.

    I would approach a project the same way, making a unique one for each platform. i was participating in a Nokia DVLUP challenge so that's why this project is WP8 only.

  • yes all of them are disabled.. they are still in there, but i've tested in browser that there is no sound when i play it in a browser, which is consistent with the game.

    maybe disabling them is not enough?

  • Hi there,

    I followed the tutorial in that i did add the wavs to the project.. i was under a very strict deadline to get things working so i really didn't care if the audio worked (thus using functions to determine if it was on WP8 or standard web). My goal (while i understand a shortsighted one) was to just get audio working on WP8 device.. no concern about audio working on web or other places.

    I guess I was under this assumption.. i should be able to use the WP8 audio trigger instead of the standard one so long as I use wav files instead of the m4a files. Is this correct? if so this is what i'm doing. to be clear i don't have to name the files "mysound.wav" i jsut name them "mysound" pointing to the wav in that audio folder.

    So yes I did cut a few corners but I feel like I hit all the important points which i'm outlining below.

    I have all wav files for the audio. the big kicker for me is that the actual completed project locked up for me as well. So I feel like either I did something wrong (certainly a good chance heh) for both projects or the issue might something broke with one of the recent updates?

    to retrace my steps to get the completed project over i:

    1. opened the WindowsPhoneTutorialFinished project in C2..

    2. exported as a phone 8 project

    3. copied over the c2runtime.js to the WindowsPhonePluginForConstruct2 project folder + the media / images

    4. added the wavs and png files to the project

    5. compiled / pushed to my lumia 920..

    6. when i run it it loads but locks up as soon as the audio trigger fires off in the game scene.

    This is exactly what happens to me when i use the audio behavior in my game.. when audio is triggered the app lock up on WP8 hardware.

    Thanks!

    Caleb

    a

  • I'm using the Windows Phone 8 plugin and having some issues with the audio locking up a game when it triggers audio. When testing in browser the game plays fine (no sound since i'm using the WP8 audio calls)

    I even did a port of the completed demo game over and it locks up as well.. so i'm wondering if one of the recent C2 updates might be causing issues with it.

    I'm doing a new project from scratch to test it as simply as possible. I'll post a project example soon once i have something i know is good.

    I have emailed TheHen who made the plugin, but I was curious if anyone else has encountered this kind of problem.

    I just wonder if an maybe with all the updates with C2 that maybe something has broken?

    Thanks,

    Caleb

  • I've sent a message to TheHen to see if he has seen anything like this recently. I just feel like having tested the complete project and see that lock up tells me something is up.

  • I'm using the Windows Phone 8 plugin and having some issues with the audio locking up a game when it triggers audio. When testing in browser the game plays fine (no sound since i'm using the WP8 audio calls)

    I even did a port of the completed demo game over and it locks up as well.. so i'm wondering if one of the recent C2 updates might be causing issues with it.

    I'm doing a new project from scratch to test it as simply as possible. I'll post a project example soon once i have something i know is good.

    Thanks,

    Caleb

  • thanks for the tip! However it seems that any time i right click, invert is grayed out. Is there something more i have to do in order for a condition to be invert-able?

    my attempt was like this, as a tester:

    touch - on touched "log" - create object "cloud" at touch x , y...

  • Ok so I have this game Zen Hopper

    It's a simple game i'm looking to take to Phone 8 as a test project. In this version, it's working as it should overall.. but what I need to also do is register a MISS, if they touch the screen, but fail to touch a log.

    I can't figure out a good approach for this. I'm sure it's simple, but I'm still pretty new to C2. In my logic, I can't seem to invert some of the game rules.

    seems like there should be some way to say "touching the screen, but not touching log object".

    Thanks!

    Caleb