Zathan's Forum Posts

  • I forgot one thing... my game is a top down shooter.

    The player has to be able to move around AND AIM... so, two joysticks.

    I think there's no way to do it in mobile... because he still has to shoot.

  • I posted a thread on here about how to make dual joysticks for a game I'm making, something with similar needs to yours. I had a reply in that thread about doing it a different way.

    I ultimately liked my solution more because the joystick is created on touch and destroyed when the finger is released from the touch screen. For me, it solved a unique problem with touch screens. They don't have tactile feedback, they are all different sizes, and everyone has different sized hands. The way I did it, the neutral zone for the joystick is created and reset every time the player touches the touch screen. It also supports 8 way movement which is kind of what you want.

    The link to that thread is here: https://www.scirra.com/forum/viewtopic.php?f=147&t=103562

    I posted the same thing on my blog here: http://kurie.us/how-to-make-dual-joysticks-in-construct-2/

    Hopefully that'll give you an idea to work with. The thread here has two different solutions, mine and one that someone else posted.

    I will state that the solution I posted is for a layout size the same size as the window size. I had to modify that solution to work with a larger layout size. I have it working really nicely now and it's very responsive. I still have a bug to fix that if a lot of touches are placed extremely rapidly, it confuses it a bit. That should be easily fixed though, and for your solution, only needing one joystick, it should be non-existent (because of using buttons rather than a second joystick).

    Take a look, and if it interests you, I can post a modified version of my current game with a lot of stuff ripped out of it so you can see what I did with the two joysticks in a large layout.

    Hopefully that at least gives you a start and a few ideas to work with.

    Edit: to give you an idea of what I did for larger layouts, I ended up setting the control layer in a separate layer without parallax and pinning the control graphics to the touch pad object. That'll make a lot more sense if you look through the code I posted.

    it's awesome, dude. thanks!

    but it has some bugs when i move the mouse quickly.. :/

    I found a tutorial with this result: studioryu.net/dev/touch_analog_tutorial

    I'll take a look

  • What a title lol

    well... my game will have, basically, 7 controls:

    up (forward)

    down (backward)

    left

    right

    (also, preferably, diagonal movements too)

    shoot

    reload

    change weapon

    for the last 3, I'll do on-screen buttons, but what about the player movement?

    Thanks

  • A project exported using Crosswalk with Clay.io plugin works fine? Bugs? Incompatibility?

    I'm planning to put my game on Google Play.

    Thanks

  • You can put all your physics objects in a 'family', name it Allphysics for example, then you can add events where you disable physics collision of object1 with Allphysics, object2 with Allphysics,... and so on.

    You might try and an action saying disable physics collision of Allphysics with Allphysics, but it didn't work for me that way, you can still try tho.

    But since you only got 12 objects , it shouldn't be a problem to write 12 actions.

    hmm... i don't have a personal or business edition :/

    but I'm going to buy, then I'll learn to use families.. thank you

  • Bump :\</p>

  • I have 12 objects with physics on the screen;

    Also, a ground..

    I want that when the objects touches the ground, everything goes normally (the physics doing his job ), but between the objects, I don't want collisions.

    Some better way to do this unless putting thousands of "object1".disable collisions with."object2"?

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  • Zathan, the cocoonjs plugin is a work in progress with some very recent big success. Have a look at the cocoonjs thread where the work to fix the new plugin has been cataloged. You can now use cocoonjs to wrap your app to android and iOS and use leaderboards and in-app purchasing - which is awesome. I'm not sure I understood your question referring to some other incompatibility - could you rephrase it for me please / add more detail - it seems like you're implying something but I'm not sure what exactly? Thanks.

    No, that's ok ^^

    I am starting to develop mobile games now...

    Sometimes it's kind of confusing lol

    I'm absorbing a lot of new information in the last days hehe

    But, thank you for the reply -and sorry for the english

  • 1. Do you mean web on mobile or compiled into an android/iOS app? If it's web then yes. For mobile, I think you need to test what you want to do with the Intel XDK / phonegap (not sure about crosswalk) and as far as I know the clay plugin doesn't work with the cocoonjs plugin.

    2. There's no need for 2 game versions because the clay.io plugin allows for in-game purchases. So, just have level 1 as your demo level (make it good!!) and then ask for payment to continue. I haven't read the documentation on how to implement these features but the manual on the clay.io website is quite comprehensive and should explain how to do this.

    3. I think this will only be limited by your answer to 1 - what export to mobile option are you planning on?

    4. Oh yes!!

    hmm, thanks dude

    ..And about the issue with cocoonjs... the plugin has some other incompatibility related to exporting for mobile?

  • 1 - Clay.io systems works fine on mobile devices?

    2 - Can I upload 2 versions of the same game? ex: a free and more simple version and a paid version with no limits.

    3 - Clay.io allows to put the game on various marketplaces for various mobile devices?

    4 - Works great with C2?

    Thanks

  • I recommend using Sprite Font instead. That way you don't have to worry about whether the system has the font or not.

    hmm.. and the web fonts? works fine?

    And what if the mob isn't connected to the internet?

  • I'm using a downloaded font in my project. But seems like if the system don't have the font, it don't appear ingame.

    My game is for Mobile Devices... so, what's the best form to use "unofficial" fonts in my case?

  • Hi Zathan, If I understand your problem correctly, you can use variables to solve your problem. This might not be the simplest solution but it should work.

    On Touch Object "your button"

    -Set Variable to 1

    On any touch end

    -set variable to 0

    [Variable =1 > Touch is touching "your button" > -Do your events here > > The on touch object makes sure that it only activates when you specifically touch that button and now scroll to it but it only activates once and doesn't act like the touch is touching function which continously runs the events. So place a variable as a trigger and that should help solve your issue. > > Hopefully this helps you out. > Works fine thank you dude!

  • There’s a bug in my touch sprite buttons. It’s simple: when you click the screen, hold the mouse button and go to one of the touch buttons, it works like you’ve clicked… and when you still holding the button, goes out of the touch sprite and come back, the ship engine sound repeats everytime…

    any tips in that?

    here is the test capx: https://db.tt/cUf1UJDm

  • here the .capx

    https://www.dropbox.com/s/5sr5u1fiwhurq ... %20v2.capx

    that's it

    thank you, dude <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">