part12studios's Forum Posts

  • Hi Ashley, I have a game i'm publishing for windows 8 phone and while i test it part12studios.com/Temp/ZenHopper when i move it over to phone 8.. it doesn't work..

    well let me be more specfic.. it works as long as the phone is not reset.. when i power off my phone and power it back up the data is lost.. and it's back to 0.

    That's good to know about IE10/C2 in Windows Phone 8.

    Thanks!

    Caleb

  • yea I agree this should be addressed.. i like having them all open. thus far i don't have more than usually 6-8 so i have plenty of room to have them all open is great! Having them load in the right order would be even better!

    Thanks,

    Caleb

  • most excellent!

  • hi there,

    I was just wondering if anyone knows if C2 can access the GPS / location of a mobile device. Additionally GPS access as an App is another question. Basically can GPS data be accessed by C2? I did some digging around here and didn't see any real conversation about the subject.

    I know that mobile browsers can do it (like using google maps through browser) but i'm not sure how practical it is either. For example if when the phone is turned off, would this kill any realtime data collection..

    Thanks!

    Caleb

  • Hi everyone,

    working with my dev partner on a early test project. using the google app engine we have a project working.. we can pass data to it, but what we're trying to do now is use a dictionary.

    testing it out we know there is 1 item out there because it shows up with a 1 in the .count but everything else we try seems to result in a 0 which means there is nothing out there. Our data never has a zero in it.. the two parameters are "content" and "success" content being where you enter your name..

    the data is out there, we just can't seem to get the dictionary to load that data correctly.. any ideas? here is the project currently.

    dropbox.com/s/4ghclu7va0nx61w/Test%20AJAX%20Project_ver.3.capx

    it's 3:47am here.. so if i left something out that would help please let me know! :)   questions like maybe, "do we need to make instance variables inside the dictionary? we tried that, but that didn't seem to help.

    we just can't seem to get the data out of the dictionary trying numerous different approaches.

    Sincerely,

    Caleb

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  • Hi Vee41,

    Thanks for offering the feedback! I checked it out and it seems to want to have things bounce in the new place all the time.. i just want to move from A to B and back to A again when the timer variable hits 0. in a straight path.

    this must be possible without the use of a plugin.

  • Hi there,

    So what i'm trying to figure out in C2 is how do i move an object around to specific locations smoothly. by smoothly i mean at a flat speed. but then again it would be interesting to know how to tween with easing as well, but right now i just need an object to move from A to B at a flat speed.. and then B back to A with another game condition.

    From my exploration it would seem that the bullet behavior would word in moving an object in a specific direction. 8 direction doesn't seem to offer the right options that i would expect.

    what i would like to do is this:

    1. object starts off screen at the bottom and automatically moves to the top of the screen stoping moving at a speed of say.. 50 pixels per sec

    2. when a timer runs to 0, this object would come down at 400 pixels per sec.

    what i've tried..

    I can get bullet to get my object to the top of the screen, but when the timer hits 0 i can't just insert say.. -400 to reverse the bullet speed..

    custom movement seems somewhat promising but it's sluggish.. seems that the acceleration to postion would be perfect if it would just let me set a flat speed... i was able to get the object to go to the top and set a condition to "stop" but i can't get it to then accelerate towards the bottom when timer hits 0..

    i just feel like i'm missing some basic concept here in how to move objects around properly. maybe the "stop" command is not letting the new move action take effect, but i'm not sure how to properly setup logic like this efficiently.

    Thanks!

    Caleb

  • When I used GameSalad what I would do is load a piece of art that was double the intended size and then shrink it down to the size i wanted. This shrinking down effectively insured that graphic would appear as retina quality.

    Being this is an HTML5 game engine at it's heart, I wondered if this is how things are handled. I'm working in HTML5 exclusively now to understand the game engine, but i figured it would be good to know this now as i develop and import various art for the game.

    I realize that this approach for web and mobile might not be the most efficient for web since most pc screens would not benefit from the denser graphics (maybe retina macbooks would) so yea just curious what's the best practice for dealing with graphics.

    My hope is to make this game for all available mobile / tablet platforms, but i like the idea of it also being for web as well.

    Thanks!

    Caleb

  • Ok thanks that looks awesome!

    Caleb

  • I've been working on a countdown that is relying on "every tick" but that seems like it's highly subjective to cpu / performance issues. Is there a way to insure that a timer counts down correctly..

    time-0.1 is too fast and time-0.01 is too slow

    Thanks!

    Caleb

  • Hi everyone,

    So i know there have been a lot of updates since my last assessment of C2 last back in January. Now I'm back to give C2 another serious go with new excitement to see this engine be used for all of my 2d games, but then i hit the same wall as last time in this post scirra.com/forum/topic61638.html

    the issue is again having trouble using custom fonts...

    I've followed the tutorials, i've found that fontsquirrel seems to hate every font i give it.. i managed to get font2web to work as an alternative, but maybe that's a bad site for doing the conversion?

    I have attached my project and a desired font to use. I just don't know what i'm doing wrong.

    I believe that it is all setup right.. there is a "Text" box on the HUD layer below.. and i have some X and Y coordinates in upper left corner. i'd love to see them all use the font included in the zip and the capx file..

    dropbox.com/s/nf0alhw9kxiwgr0/FontTrouble.zip

    if anyone can look at this and tell me what i'm doing wrong, I would love to know! I think i'm doing it all right, but clearly I'm not. It's vital to be able use custom fonts in all of my games.

    Thank you so much for your time and insight. i feel like C2 is so cool, but i'm just needing to get through these initial humps to understand how to think like C2..

    Thanks!

    Caleb

  • so my thought would be that using a text object (what i'm using) to display the value of a variable. I'm still trying to wrap my head around how C2 deals with data. I'm used to just sticking variables into where i want the information to be displayed, but it seems that C2 needs a little more configuring..

    what i'm doing is:

    1. creating a text object

    2. dragging that text object on the stage

    3. in properties / Text.. inserting the name of the Variable..

    what i woud like to see is the value appear in there and hopefully change in realtime as that global variable changes, but instead i just see the name of the variable. how else would it need to be done to see in real-time the value of a global in a text object?

    Thanks!

    Caleb

  • Dude that rocks! totally worked.. plus you just taught me about "every tick".

    thanks so much!

    Where could I learn about Lerp and other important stuff like that?

    Sincerely,

    Caleb

  • Ok this question has two very important parts. I had worked it out well in GameSalad, but C2's approach is so different I've have had trouble applying the same logic / approach to C2. I'm sure its basically doing the same thing, but expressed in a way i'm still not used too.

    This is what i'm looking to do..

    1. have a camera object (this would be an invisible object with the scroll to behavior attached to it) follow a player object that moves around the screen. the player object being essentially the finger of the player.. on the screen it would be the shadow of the player's finger..

    NOTE: using a pathfinder example on the forum i kinda hacked a way to make this work, however this feels over engineered because there are no objects in my game that would require true pathfinding.. i would just want the camera to constantly be attracted to the players finger.

    2. in addition to being attracted too the finger, how fast the camera moves should be slower as it gets closer to the finger and faster when the finger gets further away.. this helps create a nice sense of control where the player can move faster or slower through the obstacles..

    here is the game via GameSalad that i'm trying to explore building with C2

    youtube.com/watch

    I think an answer to this would greatly help my understanding of "how C2 thinks" which i'm trying to learn and unlearn my assumptions from GameSalad.

    Thanks!

    Caleb

  • that's great to know, thanks!