SECTORTWO's Forum Posts

  • 12 posts
  • dan Blast - Not sure if you still need help but I gave up and decided to go with CocoonJS instead and it got rid of all the audio issues I was having. It does have it's own set of limitations though.

  • I'm facing a similar issue with audio not working correctly on phones - I can't seem to get the music toggle in my app to work, the other sound effect toggle works in some situations but the music toggle seems to be ignored totally.

    The toggles work correctly when tested on a desktop browser but on my phone, that issue appears even though I've built it in Crosswalk and installed the APK on my device. Any advice as to where to look would be greatly appreciated!

    Did some digging - my issue might be just a bug according to

  • Looks like a sale anytime soon is out of the question?

    Looks like I'll have to purchase it before the 22nd then. Been waiting since missing the last sale in January.

  • You can also use the abs expression to always get a positive value.

    e.g. abs(-127) = 127

    Yup. I'm using that now after stumbling upon it last night. Thanks anyway!

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  • Thanks for your reply but that doesn't seem to work for me. The problem is, I'm not getting a negative value in the first place. I'm getting something like 1821 when it's at the bottom of the screen and it decreases as the player travels upwards.

    EDIT: Doh! I've managed to answer my own question. I just had to subtract the heights of the player and the ground it is on to get the correct values. Thanks!

  • Hi everyone, I'm tinkering with a game idea I had which is a vertically scrolling platformer.

    The problem I'm having is trying to figure out how I should/could set the score value according to the height of which the player has gotten to as the Y-value starts at 0 at the top of the screen and increases downwards (i.e. the opposite of what I want) and also a way of normalising the scores since the Y-values I'm getting right now are the raw Y-values which are derived from the layout's height.

    An example would be a game like http:// scirra .com/arcade/action/6344/piggy-jump but with a scoring element to it. Perhaps a 0-99 range for the first "screen" and a 100-199 range for the second "screen" and so on...

    Would appreciate any tips or suggestions!

  • Ah. What a glaring solution that was...the "passable" tiles had collision boxes on them too! I split the different "materials" into separate layers of tilemaps and added the collision boxes on the "materials" that were impassable.

  • Hi,

    I've a basic game already built and have started trying to implement the use of tilemaps for faster/better/easier level design.

    I was previously using sprites marked as solid for barriers and am trying to switch over to tilemaps but I can't seem to figure out how to build walls/barriers/etc. using tiles from the tilemap though.

    Would appreciate any help.

    P.S. Another side question, how do I make the AI "obey" the same rules as the player? They seem to ignore objects set as solid and while my current implementation of adding them as obstacles it it's pathfinder does work, the AI does sometimes clip through corners while trying to maneuver around stuff.

  • Both the character sprite and the "wall" sprite were solid but removing the solid behaviour from the character sprite resulted in the same outcome.

    I somehow finally managed to solve my issue by changing the character sprite to another image instead of the default blue triangle that the demo used (I am building upon the "aim spaceship at mouse" demo).

    Thanks anyway!

  • Sorry to butt in but I have a similar problem - I'm making a top-down game that is keyboard controlled where the character will face the direction it is moving in (no problem with this part) but I am running into a problem where the character does not rotate to the correct facing once it is in contact with a collision enabled/solid object, it just ends up "strafing" along the wall instead.

    i.e. Character is unable to rotate once in contact with a "wall"

    Thanks for your help...

  • Hi, just 1 person with lots of game ideas and big dreams.

  • 12 posts