philx's Forum Posts

  • thanks for your quick answer. i read the manual, but i'm still not getting it very well. I understand that every Touch is given an ID but i havent really figuered out how to use it right.

    hm its tricky.

    i tried something. have a look if you want to. its not quite working yet.

    Live Demo

    https(colon)//googledrive.com/host/0B7m-eoWIKsSMRklGenZEY1FMUlU/index.html

    capx File

    https(colon)//www.dropbox.com/s/ces4n4m04giuipa/id-test.capx

    i have to work on it much more but I haven't got much time right now. Have you ever achieved a good working multi touch game?

  • hey guys

    my name is phil. i want to create games especially for iOS since i am familiar with the deployment tasks. atm im planning to do a little 2-4player ipad game (only one device needed) and i'm playing around with different touch input methods and stuff. im a bit worried about the performance so i decided to use only low-res sprites for the beginning. i dont know yet whether i should use appmobi or cocoonJS as wrapper.

    i got some pretty decent photoshop skills. so feel free to ask me if you'd like to know something.

    cheers!

  • i'm looking for a way to manage 4 touches on one screen.

    there should be 4 sprites. one at each corner and they should be movable by a touch in the appropriate corner.

    My idea was to divide the screen in 4 invisible large sprite which cover up each corner for sure. can i somehow give every touch a different ID, according to the invisible sprite touched?

    if i would do so, touch should be able to touch more than one sprite .. like sprite1 on layer1 and sprite2 beyond on layer0. is it possible to detect that with the event "is touching object" ?`

    do you guys know what i mean? its a bit hard to explain. at the end, four players should be able to move their own sprites in each corner and if their touches end and the touch again, it should't confuse my game.

    cheers!

    EDIT: Problem solved. See comment below for Live demo and capx

  • hey dude. i dont know the answer but i have some ideas. am i right if i assume that you want to move the sprite around like a circle and you want the second finger to be the center? like a dividers?

    at first i would try using the MultiTouch Plugin.

    http (colon) //www.scirra.com/forum/plugin-multi-touch_topic49525.html

    secondly i would try to create a "limited revolute joint" on "second touch".

    you can ad limited revolute joints to your sprites if they have physics behaviour.

    i have no idea if this is going to work and how this is going to work but i hope i could help you a little bit.

  • superkew does this work with .otf Files for iOS?

    and what action do you add to the text box then? "set Font to .." ?

  • what does this license allow me in particular? am i allowed to release a commercial game with this plugin involved?

  • Keyo

    is it possible that you upload a sample capx.? I'm very interrested in your technique since i was trying to do this too but never achieved a good looking result.

  • mmh i guess it's the best solution to make the game in the solution of the best device you want to deploy and than scale it down somehow.

    i have distributed Apps in Xcode (but not made with C2) and i will try to make one game for the iPhone 5 resolution and then a GameXY HD version for ipads. i've been searching the forum for iOS screen sizes for a while now and i think no one has made a real breakthrough at this subject.

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  • hey guys. i struggle at the same problem. i have been searching the forum for quite a time now but didn't really end up with a solution. I was wondering if there was any way in C2 to change the dpi of the layout. i assume this would be very helpful because the actual screen size in centimeters of the iPhone 3 and 4 are the same. retina displays just have more pixels per inch. so if we could change the amount of pixel per inch displayed maybie we could achieve a good way to deploy our games to different iOS Devices. Are my thoughts even correct? The most people think that dpi is just for printing, but i guess it's not.

    btw .. it would be very helpful if any of you could do a Tutorial about the screen sizes especially for iDevices, explaining all that mess with aspect ratio and so on..

  • Richard Stennett

    this sounds like a pretty good idea, i suppose even better than mine, thank you. Do you think the huge layout width will cause perfomance issues on mobile Platforms like iOS or did you try this?

    Since you did more or less what i want to do, may i ask you what tool did you use for the animation and sprite creation?

    I have started to play around with "Spriter" from brashmonkey, but i havent really found the tool to actually draw my characters and stuff. I started with photoshop because i got some pretty decent photoshop skills in other Photoshop features but i didn't feel that comfotable with drawing my stuff. Could you recommend me something?

    thanks for your help

  • Hey guys

    Im working on a sidescroller for iOS atm.

    The character is ment to walk automatically on the x-axis and has to jump if the player hits the screen.

    What i did so far:

    I created a player sprite and gave him a platform behaviour. I made a touch event which lets the player jump (platform behaviour preset) if the screen is on touch.

    I made another event which sets the character position every 0.1seconds to X= player.X +1 so the character is constantly moving in one direction. I'm pretty happy with that result since i can easily adjust the player speed if i change the addition to the player.X value. but i wanted to ask you guys if there were any better ways to achieve this.? My second thought was to let the character have a bullet behaviour and let it "fly" in the +X direction. Has any of you done something like this? We could exchange experiences .

    Secondly i want to generate my levels with a random world ganarator. But my concern is that i want to generate it the same way everytime i start the level. If i understood that right i could set another seed for each level.?

    My worlds first attempt was to just make a layout with like 680x3000 resolution and position my obstacles on the map. Is this method bad because of the long render time?

    If needed i will upload a capx. As soon as i can.

    Cheers

    Philx

  • Hey.

    I was asking myself exactly the same question. I want to distribute a Game to iPad's. Did you figure out what's best for iPad?

    In general i would like to know if i have to make the game like resizable or do i have to create diffrent versions of the game with different screen sizes?

    Did you try to deploy it on a test device with Xcode?

    I was assuming that somehow i would have to set the DPI rate different for retina displays, because the actual size of the screen is the same but there are a lot more pixels.

    I havent exported to appMobi yet since i haven't finished my game but i was wondering about that ever since.

    Greetings