philx's Forum Posts

  • hey guys, i want my objects to move like jellyfishes. i was thinking of setting the bullet behaviour speed to (mySpeed * sineBehaviour) that they will slow down and accelerate when they move their .. tentacles .. or whatever you wanna call it :D

    but i would have to make a every tick event and i have 4 players, so it would be like:

    every tick -> set SineVariable to sineBehaviour

    every tick -> set movement speed of PlayersFamily to SineVariable

    Im not sure about how i would store that sine behaviour in a variable and I don't like those every tick events since i want to port to mobile devices and this is very performance consuming. (correct me if I'm wrong)

    I can't provide a capx at the moment because I'm not at home but I definetly will.

    has any of you got a great idea how to set this up properly?

    cheers! phil

  • I would like to know that too!

    ..

    i assume u already checked that:

    scirra.com/tutorials/679/how-to-use-ouya-controller-with-cocoonjs/page-2

  • if you don't wan't your sperm to move at all you can simply say

    while left button is touching, set x position of sperm = sperm.x -1

    this is not a "proper" solution but maybie it's enough for your needs ..

    I used this when i was new to construct.

  • ALLMarkMade

    just use a variable instead of the every x seconds trigger.

    EDIT: or play around with the "Timer" behaviour.

  • You can use things like "inner scale" at the properties.

    But there are sooooo many threads on supporting multiple screen sizes please use the search function.

    I haven't came up with a good solution for my game neither ..

  • I used an array.

    check out my capx.

    post on the second page

    if you need another example for a cooldown system.

  • I was wondering if it's possible to make this kind of game using construct 2 - such as gaining points by entering each box and moving the playable characters by touching the player's character rather than button inputs??

    this is indeed possible to make with C2. Your players can be moved withput buttons. Here's an example of multiple touch inputs I made once Multiple Touch Inputs

    And this would be the appropriate thread to that where I provide a capx.

    Thread

    And to raise someones points by entering a box is like the most easy thing to do on construct 2 :D

  • I havent found an option to change the hue of a sprite yet in construct 2 .. maybie because i never needed it.

    but you can simpli create these effects with hue and opacity at once if you just create an animation. Edit your sprite with Photoshop and create a Frame for every step you want. then add all the animation frames to you sprite and set up something like:

    EnemyB(ullet?) - On collision with player: start animation by name "gotHit"

    of course you have to set the animation speed in your sprite editor to 0, because the animation is running by default.

    I guess this would also be more resource efficient since at least mobile devices need a lot of memory for things with opacity calculations. (correct me if I'm wrong)

  • Hey friends!

    I stumbled over the documentation for Android Developers to Support multiple screen sizes.

    Android Developers

    Basicly what they are telling is that you can create an appropriate layout for different screen sizes.

    "Android supports several configuration qualifiers that allow you to control how the system selects your alternative resources based on the characteristics of the current device screen."

    "For example, the following is a list of resource directories in an application that provides different layout designs for different screen sizes and different bitmap drawables for medium, high, and extra high density screens.

    res/layout/my_layout.xml             // layout for normal screen size ("default")

    res/layout-small/my_layout.xml       // layout for small screen size

    res/layout-large/my_layout.xml       // layout for large screen size

    res/layout-xlarge/my_layout.xml      // layout for extra large screen size

    res/layout-xlarge-land/my_layout.xml // layout for extra large in landscape orientation"

    My question is: Can i implement such things in my source code after i wrappted my C2 project with CocoonJS?

    cheers!

    phil

  • Joannesalfa

    allright. thanks for the answer

    Tobye

    yeah i read that thread before .. but I just don't get the hang of it .. I guess i just have to play around with it by myself and then check back after i made some experience with it.

  • simply amazign!

    this page seems intresting, thanks for sharing

  • Allright now we have OUYA support on CocoonJS! but I can't work with OUYA controls in C2, can I? Has anyone ever tried use the C2 Gamepad controls with an OUYA Gamepad ?

  • Dropbox error.

    I would like to see that "masterpiece" too since i'm making a game with jellyfishes.

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  • I just tried push.com/5mbFt but didn't get something to show up .. :D

  • Harolddadev

    check out my Thread about my game:

    scirra.com/forum/handling-4-players-combine-Events_topic79229_page1.html

    I documented a whole lot about my game. on the second page of comments there's an updated version. In that capx there's more or less a whole game with touch inputs.

    If you want a touch analog joystick or something like this check out my main thread, i posted a Live Demo of my Old verison

    scirra.com/forum/jelly-jam-single-device-multiplayer_topic79180_post468952.html

    I could send you the capx if you need it.

    Also, link your old thread which no one answered to.