Sup with that?'s Forum Posts

  • Not to hijack the thread, but I was experiencing the same problem until recently. At first it was just a black screen for any of the simulators followed by (eventually) an error message saying connection was lost, but by and by I managed to get it to the point where it displays the Ejecta logo. Unfortunately that seems to be as far as it will go before suddenly saying connection was lost. I tried hooking up an iPad and it displays the Ejecta logo with no end in sight. What might the problem be now?

    Edit: Nix all that, it seems I got it working.

  • So I've been trying to use Ejecta and Xcode to make an iOS app. For some reason, when trying to run the program in Xcode's simulators, all I get is a black screen. I tried making a test app which does nothing except display an image, but run into the same problem. I think I've read and tried every tutorial on it in the tutorials section to a T, so I'm not sure what the issue is. Has anyone had similar problems?

  • After installing the latest iOS update, it seems having an advert bar in the exported file somehow disrupts the touch functions. Instead of interacting with objects, the whole screen tries to scroll up/down when swiping my finger, as if the entire app is "out of focus". Without the advert bar everything works as normal (the bar isn't crucial, but I would've liked to keep my options open). Is there some setting I need to tweak?

  • Is there a way to alter the color channels of an object without using effects? Maybe I'm overlooking it. Seems layers have this option though, perhaps I'll try using another layer on top of everything, see how that works. Thanks for the ideas.

  • I'm currently working on a mobile app and I want to introduce a feature which makes the screen gradually transition from one color to another depending on events the user triggers. At first I thought of using effects, however AFAIK they're all WebGL and iOS/Android don't support WebGL. Next I thought about having 3 semitransparent objects, one red, one green, and one blue, as an overlay and have them slowly change opacity to add/subtract color. This technically works, but sounds like a resource hog (especially for mobile). So, is there a more efficient solution to this that works on mobile devices?

  • It seems to work pretty well for a single physics object with nothing attached, but joints is apparently where it starts having problems. Oh well, I've been playing around with a custom movement that might work as a replacement in the meantime.

  • I have a jointed physics object, like a chain, which also uses the Drag and Drop feature to allow it to be thrown around with the mouse. Problem is that when you move the mouse around too fast, the physics objects come apart and joints will sometimes get tangled with one another. Is there a way to limit the speed with which the object can be dragged? I can make the object drop if going too fast, but this just seems frustrating during gameplay.

  • That worked, thanks for the help!

  • This might be a question pertaining more to iOS rather than C2, but I wasn't sure where else to post it.

    I was testing an app using the iOS web app method as described in the tutorials, and after making changes to it and re-uploading it, the app still seems to be stuck in its old version. When I open the app in Safari and refresh, it updates with the newer version, but if I save to home screen, it still displays the old one for some reason. I tried deleting the icon I had added to home screen and re-adding it, but no luck. How can I "refresh" it so it plays the newer version?

  • Just give them a simple ball behavior and make them always turn towards their target.

    ... Unless you're trying to make them actually find a path around several obstacles?

  • Wait, can you please go into those pros and cons? I want to know even if the OP doesn't :P

  • At the moment I have an object using Ball behavior with a deceleration, and every time the object comes to a complete stop it will change direction to either right or left depending on which is closer to its angle of motion (e.g. if object was moving northeast, it'll face right when it comes to a halt; if it was moving northwest, it'll face left). Maybe I'm missing something really obvious here but how do I make it so the object retains the angle it was facing before it came to a complete stop? Why does it switch to right/left at all?

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  • Marvelous, that seems to fix everything for the most part with some animation tweaks. Strangely some enemies will sometimes only fire twice instead of three times when there's a lot of them shooting, but I can definitely live with that if some further tweaking won't resolve it. Thanks for tip kind sir <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Gosh, that one threw me for a bit of a loop <img src="smileys/smiley36.gif" border="0" align="middle" />

    I haven't had much dealings with Construct's platform system unfortunately, but I've narrowed it down to being some sort of problem with when the sprite is standing on a platform. The sprite will stab as needed when he's in the air, however when his feet are on the ground something is apparently overriding his stab animation.

    What I ended up doing is removing the "Stopped" tag from the Default animation of the sprite. That seems to fix the stab problem but he will no longer automatically revert to his standing animation when he isn't moving. I then included the event Sprite is on ground + Sprite is not moving + Animation "walking" is playing --> Set animation to "Default"

    That seems to make it work for the most part.

  • Should be in System -> Special conditions -> "Trigger once while true"

    Unless I'm confusing it with CC, don't have it open atm.