silkc2's Forum Posts

  • The Webstorage object itself supports two types of storage: "Session" and "Local".

    "Session" is just for the scope of that web page / session.

    "Local" is saved on the device until cache is cleared. This is the one you must use for CocoonJS.

  • On my work monitor it's a barely noticeable blur. I will try on my fancy gaming monitor at home tonight & let you know.

    I haven't used a separate player object in any of my games.. just check your bounding boxes are correct (on each animation frame they must be the same too).

    e.g. I can see on the "stand" animation the bounding box isn't on the bottom of the frame, where his feet are. So this causes the wobbling.

    Using a separate player object to peg to was hiding the real problem.

    I've saved over the file so you can check the link again to see what I mean. He is now smooth. :)

  • I think I see what you mean, but isn't that just the effect you get on older monitors, sometimes called "ghosting"? It would probably look worse on laptops.

    I think the blurry-ness is lessened by reducing his speed.

    Also I don't know if it was intentional but there's really no need for a separate / pegged player object.

    See here:

    dl.dropbox.com/u/116137178/Help/HelpWithPlatform.capx

    I got rid of the player object and fixed some of your animation (it was jerky because you had bounding box different on different frames of "running").

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  • I think you are possibly over-complicating this. Have you considered using physics and revolute joints on your grapple and grapple chain?

    With help from ramones I built this "dynamic" rope creator where I work out the segments I need and chain them together using joints (Hold mouse to start a bridge, release on a diff block to build the bridge), I can see a similar thing working for your grapple.

    dl.dropbox.com/u/116137178/GamesDev/Bridge3/Bridge3.capx

    Just make sure you remember to turn collisions off between staple and chain objects. :)

  • Hello! Welcome to the forums. :)

    It could be that you are simply forgetting to "stop" the animation on start of layout?

    In either case here's an example of the full answer:

    dl.dropbox.com/u/116137178/Help/HelpWithAnimation.capx

    (I can't hyperlink yet, so just copy n paste it)

  • Hmm when I go click the "forum" button on Ludei's site I get a blank page. Might be work restrictions (bah) so will try at home later.

  • Good, just checking because I want to use width as a measure of "ink expenditure" if you like.

    Thanks both. :)

  • Hiya

    Yeah my game is Landscape.

    Cocoon cloud compilation settings are landscape left, landscape right and "Scale to fit".

    I've tried both using the zip file in the cocoonJS launcher, and also fully compiled as an APK.

    I haven't tried in a browser on either device.

  • Velo - Superb job so far. c2 is sorely missing the multiplayer aspect.

    I am surprised that there are no official c2 devs posting here..

  • If I need to raise this with Luidei please let me know. I'll need it fixing (or a workaround) before I can publish my game.

  • If the width property of an object returns data in pixels (assumption) then will I get different values depending if the game is scaled up or down in different window sizes?

  • ramones

    Thank you so much! Now this game is working perfectly on touch. Before it was too hard to have to touch the line, hence adding the larger hit area. :)

    It would be nice to see c2 have the "intersect point" exposed in a future build.. Ashley are you reading? :p

  • Hi all

    I've got a sample project here:

    dl.dropbox.com/u/116137178/GamesDev/Intersect/Intersect.capx

    If you click / touch anywhere it will spawn a wider hitbox area, which kind of widens the touch/click point. If that wider area overlaps a line, then it makes a flower where you have touched/clicked.

    This isn't what I want, I want the flower to always be dead on the line. i.e. At the exact x,y point where the "WideHitBox" overlaps the "Line".

    Is there any way to get this intersect info? Obviously c2 has it internally as it has detected the overlap in the first place.

  • I tested this and found the values do indeed have ranges. Seems to be roughly -180 to 180 for beta and gamma, and 360 for alpha. I think.

    I'm having another problem now though, two different devices are working completely differently on "tilt down" (z axis). One changes beta. one changes gamma. NO IDEA what to do about that one so reported a bug.

  • What I was trying to do, especially for touch, is work out what's near my pointer rather than having to be pixel-perfect aligned with my pointer. And if I am near, have all dependant events behave exactly as if I were dead on top of the object.

    It's ok though, done things a totally different way instead. :)