Richard Stennett's Forum Posts

  • 4 hours or so, no worries, thats 7.30pm here. I'll take the link down at 4pm your time :)

    Any issues or help just let me know

  • dl.dropbox.com/u/74175978/Menu_Controls.capx

    Let me know when you've downloaded it so I can remove it from my public folder please :)

  • Currently doing this myself.

    I set up a layer and an individual event sheet just for tracking what the player is using.

    I used a basic text object to inform the user to "press any key"

    In the event sheet if this is running through coccoonJS then the text changes to "Touch to start"

    If a Controller is plugged in or active the text display will change to "press A to start"

    Edit*

    If you want I'll rip my startup page from my game and give you the capx to view.

  • I've created something similar to what your trying to achieve.

    In my own personal case I was building a side scroller running game where the user had to jump over obstacles to reach the goal.

    I created a variable that would be used as a switch (0 = Stop, 1 = Run)

    In the event sheet while this variable = 1 the player would simulate platform run.

    This saved me from worrying about all the 60 * DT I would have to do if I tried to create my own movement controls.

    My own version of this was a large layout width, I never tried using custom seeds to generate levels

  • The autosave feature is working fine.

    I made the mistake of assuming Construct would just save itself upon being opening, this is not the case.

    When you save the game for the 1st time (choose the name and location of where to save) Construct will start auto updating.

    When you open a project, move an object and save again, this will re-enable all the auto save features.

    This is how I've been doing it since I had these issues and my autosaves are now fine

  • Hmm, is it possible to for you to increase the layout width (so the player can see a little more on larger screens) but the objects you dont want the player to see to be moved further away?

    example

    If your shooting at the player off screen, move the object that is shooting further away from the layout so the player can't see them even on a larger screen?

  • 0.o

    I must have my terms mixed up.

    Window size = viewport (what is displayed on screen)

    Layout size = map/level (what is off screen that can be scrolled to)

    By having a smaller window size my player is able to explore the level without seeing all of the level

    *edit for spelling mistakes <img src="smileys/smiley9.gif" border="0" align="middle" />

  • silkc2

    I've been playing with similar settings, Although I've not found the 'sweet' spot as you put it, I have found a workable form.

    I'm running a window width 640 x 360, my layout however is much larger.

    I have my computer set to 1920 x 1080 (resolution )

    When exporting to HTML5 I use scale and make sure all the scale rates are set to 100

    When exporting to cocoonJS the scale is set to 0

    Its not perfect but it is full screen. Having major issues with Ipad Retina display though.

    I'm eager to see what others add here as well

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  • BStateham

    Works perfectly now, I've read through the touch documents 100 times yesterday pulling my hair out for how to restrict touch to the touch layer. Don't know how I missed it.

    Thanks for the advice

  • Having no luck here, testing everything from scale rates, to moving the objects to different layers.

    I worked out it has something to do with the full screen and touching the a layer with 0,0 parallax. Its as if the screen warps itself on a different parallax.

    If you download the capx, just click anywhere and you'll see what I mean

  • If your trying to make a platform where the player moves towards the mouse then you'll need to set up some code to check where the mouse is compared to where the player is.

    If play.X > mouse.X then play.X = simulate move left

  • Make a variable that keeps track of how many flags have been collected, then check that before allowing the player to move on to the next level.

  • Could you try on Left button is over object & on left mouse button clicked.

    (This event if for hud clicked on)

    Mouse is over object

    mouse is clicked                    Desired result

    mouse is 'not' over object

    mouse is clicked                    Desired result

  • Hope this image helps show what should be ticked and where the bar should be located by default

    dl.dropbox.com/u/74175978/Image_Help.png

    Edit*

    Sorry for the bad paint writing, it was the fastest thing I could edit in

  • I've tried a few things out.

    If I set the full screen to crop the touch device works as expected

    If I set the full screen to anything else then it seems the touch device isn't pointing where I click.

    I have tried playing with the scale rates with no success. Any help would be greatly appreciated