UnitDTH's Forum Posts

  • Ashley, I figured out this issue and has to do with the way that parallels allows you to export to the mac HDD instead of the Windows Virtual HDD. If anyone else has this issue, just know that you have to export for Cordova to your Winndows Virtual HDD and not to any Mac HDD folders and it will work just fine. Hope that this helps anyone else having this issue.

  • Thank you for the prompt response! I believe that it has something to do with my C2 Install and how it uses the cordova exporter. tried exporting the project from a different machine and it worked fine... no broken file builds

  • Problem Description

    When exporting to Cordova the images do not export and the build will not work in the XDK simulator or on a test device.

    Tried running a development build on an iOS 10.0.2 device with debugging and found a lot of errors in the reference to my project's data.js file.

    I've contacted XDK about this issue as well.

    Attach a Capx

    https://www.dropbox.com/s/bqxo99it8y7eugu/Test%20Build%20with%20Export%20errors.capx?dl=0

    Description of Capx

    This capx exports, but doesn't export the images at all when using "Cordova" Export.

    The "images" folder is empty after Cordova build.

    Should load into a White background with 2-4 sprites and a minimum amount of text.

    Steps to Reproduce Bug

    • Step 1 Export using Cordova to a new folder
    • Step 2 Open project in XDK
    • Step 3 Attempt to "Simulate project on iOS emulator
    • Step 4 Notice that the emulator loads to a Black Screen... Curse loudly!
    • Step 5 downsize the emulator window and notice "Unhandled Exec Call" referring to CorHttpd.startServer asking for extra parameters
    • Step 6 Click Success on the "Unhandled Exec Call" window and notice new popup that states "Error fetching data.js"... Curse More

    Observed Result

    Build does not emulate or run on an actual device or emulator.

    Expected Result

    The Game should load straight into the only Layout in the Build and allow the player to drag a line from the "Gold" sprite a set distance toward the Blue Sprite

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    Windows 7 Pro with Service Pack 1 via Parallels Desktop on a Macbook Pro running OSX 10.11.6

    XDK for Mac Version 3522

    Construct 2 Version ID

    Release 236 (64-bit) checked

  • Tried the above mentioned fix... still nothing and it just shows the black screen on test devices as well.

  • Another interesting thing about Illuminated.js is that it can work in Canvas2D as well as WebGL. Just a little note.

  • Why not use the physics behavior or this behavior?

    You can do it without the physics behaviors but you'll have to do some math.

    If ball is in the air then move it down.

    If the ball hits the ground then...

    1. find the angle of the ground.

    -- one way to do this is just have different sprites for different angles or you could even use the angle of the ground sprites.

    -- another way is to use two detector sprites. One a little to the left of the ball and another a little to the right. Then in a loop move each detector down till they hit the ground. Then just calculate the angle of the left detector to the right.

    2. Move and roll the ball down the slope. This is where the math comes in.

    -- the simplest way is of course to just use the move at angle action.

    -- the amount to rotate the ball can be calculated with distance_moved/ball_radius*180/pi. And make it rotate counter clockwise if the slope is to the left (or the angle is from 0 to -90 degrees.).

    That will give roughly ball motion. It can be improved instead by giving velocity and angular_velocity to give the ball momentum and calculating the accelerations on a slope for the angular_velocity. So basically the better you want it to look the more physics equations you need to use, which is something those behaviors already do for you. But it never hurts to learn how things work.

    Thank you R0j0Hound! I will try to make something like that up in a test file. Sorry I haven't uploaded an example. the game I'm currently making is for Wii U, so I have to make a C2 build without the Wii U Plugin and removing the plugin seems to be a hindrance for me at the moment.

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  • I have edited this topic to remove the offline discussion.

    The main person have been contacted by PM on the best way for them to act.

    UnitDTH, your first post is not very clear, it would be better if you could post a capx and a clear explanation of what you are wanting to achieve, what you are currently achieving and how it defers from what you are expecting to do.

    This will allow us to give a better and more appropriate answer.

    I will post a .capx later this evening, with a demo of what I've achieved with physics and a better description of what I would like to achieve using the platform behavior and why I would rather use the platform behavior.

    Thanks for the heads up Kyatric!

  • So yes you could. However, it would be a huge undertaking and as it would be done in C2 it would be even more bloated.

    I guess that is the short answer?

  • My player character is a ball sprite. Is there a way to use the platformer plugin to make the ball behave like it is a physics object? The example I would give is, when the player ball falls onto an angled surface, or moves left and right, could it interact with the surface it is on like a physics "ball" by using the platformer behavior- making the ball spin or roll as it would if it were a physics object? Any help would be greatly appreciated. My game is getting somewhat bloated trying to use full physics for surfaces, obstacles and player.

  • Nevermind I figured it out. I just set each individual Array Cell to correspond to the countdown timer at the end of the cells corresponding level i.e Level 1 is cell 0, Level 2 is cell 1 and so forth and so on. Thanks for the pointer rekjl!

  • Create an array that is simple and corresponds to the number of levels you have. For example, if you have 30 levels, create an array with a width of 30 would be nice. From there on, save each best time at the appropriate array. Level 1 will be at array cell 0 and etc.

    And I wouldn't use at the end of layout for this. I would trigger it once your condition for winning that level is met. For example, you win if all the enemies are killed. I would do the check at that event. You should use a variable to save the current level completed time, than compare it with the value in the array. And if variable < array value, delete the array value, insert the new best time from the variable into the array, and save.

    Is there anyway to save the countdown timer value into a new slot on the array everytime? can I tell it to check to see if the previous cell in an array is already "filled" with a variable and then it moves to the next empty cell to save the new variable?

  • What I would like to do is save the time that is remaining on the countdown timer to a "cell" on an array and when you beat the level that number will be displayed on the level that you just completed i.e "Best Time:" & bestTimeArr.At(location where current time left is stored in the array). I would like the countdown timer to save a new value to a new "cell" in my array for each level. I just can't figure out how to make the "Timer" ES save to a new cell in the array, each time. Any ideas? Basically how do I tell the "EndOfLayout" event to store the current Countdown timer value to a new cell in the array every time?

  • Wow, thanks LittleStain! That's right along the lines of what I'm trying to achieve. Now that I have a place to go from maybe I can figure something out. If I'm to understand correctly, you are unpinning the bee every instance for mirroring and offsetting the x and y of it based on it's original pinned location?

  • Here is the link to the .capx:I tried to post it last night, but my "Rep" isn't high enough to post URLs.

    I would like the Bee to mirror to the opposite side of the Sprite2 player character and still keep its pinned position.

    Edit: Still can't post URLs...

    dropbox.com/s/w7u74jvyq1u1jar/ProjectNeedingMirroring.capx?dl=0

  • Basically, I would like to mirror a sprite based on it's "Pinned point" to another object it has collided with.

    If the object hits the playerChar on the Left Side and is pinned to it's point of collision and then the player mirrors and begins to move to the right, how would I mirror the object that is now pinned to the playerChar, relative to the point at which it was originally pinned? I hope that is worded properly and not too confusing.