philx's Forum Posts

  • First I wanted a larger area of input for where the thumb can start pressing graphically. the entire Touchpad area. I found making the control stick the same size had a draw back. The drag and drop feature follows where the object was grabbed. This resulted in a problem that even if I wanted to do a double tap I needed to "grab" the center each time. Where as tapping the side of the pad twice was ideal. The solution right now is to what seems a mandatory third event.

    jayderyu

    have you tried to increase the size of the collision mask to make a larger area of input? It's often used in mobile games.

  • hey chrisbrobs your Test files at dropbox are offline ...

    could you re-upload them?

  • did you use cocoonJS launcher for iOS because i tested my game and the physics (some bullets, solids, pathfinders and more ..) are working quite well except the touch joystick control for 4player, thats a bit buggy sometimes.

    also i have no issues with graphics but for now im just using coloured squares as tanks .. havent built in music yet ..

  • procrastinator

    does this work on mobile devices if i export to cocoonJS ?

  • Excal

    I'm glad it helped you.

    could you send me your .capx file as a private message? i would like to do some performance tests with cocoonJS. since you're now using the same touch input method, i could guess if the performance issues and the joystick bug in My game are because of the other content. i really hope that there's not the same problem with your game.

  • Excal

    dropbox.com/s/j5v8oi5ruuyyp4y/multiple_touching.capx

    here's the capx file. sorry for the delay I wasn't at home..

    Here again a Live Demo

    googledrive.com/host/0B7m-eoWIKsSMeVNlVzBzMTdFanM/index.html

  • mh i have no idea how much memory is used by the invisible sprites. but here's a little preview. test it on a touch device and see that the version with invisible sprites works finde.

    googledrive.com/host/0B7m-eoWIKsSMeVNlVzBzMTdFanM/index.html

  • aah lol i missunderstood your problem a bit. but i really DO have the solution to your problem. in my game there are 4joysticks and 4players and they can be used all at the same time so 4 fingers are touching the screen and the every joystick responds to the appropriate touch input.

    how i did this:

    i made a invisible layer at the top called "subdivision". in that layer i devided the screen into 4 rectangles called "tracker1" ,2,3 and 4.

    now i have global variables calld touchID_player1,2,3 and 4 and an event like touch is overlapping tracker1 -> store touchID in variable touchID_player1.

    i can send you a capx. as soon as i get on my desktop computer if you want to.

    ps: maybie ill make a tutorial on that in near future.

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  • when i was young i played a space shooter called Tyrian on my laptop. the sprites of this game are now remastered and free.

    lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html

    BUT i suggest you to start with colored squares and replace them with images when the game is finished.

  • ps:

    scirra.com/manual/131/common-conditions

    here's the manual entry about the pick nearest condition.

  • there is an action or condition built-in in C2 called "pick nearest" but i havent worked with it yet.

    try to search here in the forum section i'm sure you will find a tutorial or a solved thread how to pick the nearest sprite since this is a very frequently asked question.

    is the player able to rotate the wall by himself in-game?

  • hi. i guess this is going to be a mobile platform game, isn't it?

    i'm working on a mobile platform game with joysticks too. in my case there are 4 players on the screen which are each controlled by the appropriate joystick. i chose another version of creakting touch input joysticks. (i could send you a capx tomorrow). my problem is: everything seems to work quite well until i test the game with cocoonJS launcher on my iPad. the joysticks sometimes start jiggling and shaking. i am just not confident with the result of the touch input.

    have you tested yours yet? is it working fine?

  • why dont you try to use the pathfinder behaviour to move your turret. simply add the touch.x and touch.y as the target. then on path found -> move along path.

    try if that works. else you gotta provide a capx or at least a live demo.

  • i tried to use it with the cocoonjs launcher for iOS on my iPad but i got an 404 Error. something like "URL not reachable". Your link seems dead because i can neither open it in my browser.

    if you wantme to test your game re-upload that and comment with philx

  • what exactly do you mean by "magic of Ejecta"? could you tell me more? because i'm making a game for iPad devices and i too got some issues with performance.