Zathan's Forum Posts

  • 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"?

  • 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?

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  • 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">

  • Hi, Here the example file. enjoy

    .capx file:

    https://www.dropbox.com/s/hxyu6w3m1i5tu ... ample.capx

    image jpg

    https://www.dropbox.com/s/fgk7twb4dxxxhk2/Bird_Warp.jpg

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

    but what about top and botton of the layout?

    in my tests, i made something similar to your example.

    In my game, the asteroids direction depends of the spaceship position in viewport.

    but i can't find a way to spawn the asteroids in anywhere out of layout.. :\</p>

  • I want to spawn objects in random coordinates around all the layout. But, out of layout.

    Just one thing.. i'm using the wrap behavior on the objects.

    And the layout is landscape 768x480.

    Thanks

  • On any touch end?

    holy shit... i thought it was for something else..

    sorry, I'll pay attention next time lol

    thank you

  • which is the equivalent to the "is touching object"?

    i can't find anything..