Zebbi's Forum Posts

  • Is there an updated guide for compiling a game with xdk? It's been a year since I tried it and I'm happy to build for the future and skip crosswalks bloat in favour of webview to target 5.0+ android versions. With cocoon I only used Adsense and leaderboards, and I bought cranberrys but never used them. The old shutter box guide is down now, is there one I could follow that's up to date?

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  • Yeah, but this is quite cool if you don't want to do that for every edge, unless there's a big downside to using this method (other than two detectors per enemy)?

  • Like I said you can mess with the los settings, or test the targets xy's, or use the third party ray trace plug.

    I've never figured out how to test the offset position of an adjacent Sprite, in this case, is it above or below or on the same trajectory. Is that how you would suggest testing?

  • Sorry, the gif is too wide to display properly: https://s28.postimg.org/vqpowx6ot/stev.gif

    and: https://s27.postimg.org/fw3fosfv7/stevex.jpg

  • dl.dropboxusercontent.com/u/666516/temp/dandanlos.capx

    It might not be very noticeable, but I set it to change frame according to the y of the target.

    If you want to shoot directly above you wouldn't use the los, you would compare the x, and y of the target.

    Also the cone probably needs to be dialed in a bit.

    Also, also

    If you want it to shoot through solids, change the los to custom.

    Okay, in testing, it seems the cone part is going to be a problem since I have to make it small enough so it apparently works up-close, but then it's wide and you end up hitting them when your at a distance and quite high above them. Is there any way of doing this so the LOS acts like a beam rather than a cone? Basically, a beam the height of the player or a bit smaller that only hits when you're parallel to them Y-wise, and it's the same for any height? I'd use an invisible bullet, but I think that would cause problems with the instantaneous response I need. Maybe a custom LOS?

  • I'll do something with the platform template .

    Thank you!

  • Im pretty sure its based on the hotspot, so mirroring would not change the angle.

    Of course if you place the hotspot anywhere off the center of the x axis it's going to wobble when changing.

    Do you have an example of using LOS in a platform situation like this? I love the idea of using it but I just need to be able to configure it for the 4 angles and I've never actually used it before so I'm not sure what I need to do with it!

  • Mirrored would suffice for the opposite direction.

    I don't recall it pointing up in the video.

    It did change a frame if a target was higher or lower than the player.

    Yes, if he points upwards, it's at a 45 degree angle. So, should I use an attached object for this and adjust its rotation, and would mirroring it affect the angle?

  • I don't know about webview.. i just know in xdk i built for android and the apks were bloaty... where with cocoon io it wasn't. Maybe there is some trick I don't know about, but this was only like last month that i did it so I don't know how long it's been since crosswalk was phased out. I haven't touched XDK in well over a year.

    I think webview is what android 5+ can use, so eventually you won't need crosswalk and apparently performance is the same as cocoon.

  • Here's my technique

    https://drive.google.com/open?id=0B9xK1eRgR6BOX3hVTTNRd2tTRUU

    Thanks for that, I'm just trying it with LOS first!

    It's a behavior. Put the bad guys in a family, and the behavior on the player.

    Its pretty much all triggers, no expressions cept the range.

    So, i just need the LOS to go in a straight line ahead, but what about when I turn the other direction or point the gun up? It seems there's just a cone range in degrees to set?

  • Had this idea at work, just mocked it up and it seems to work so far, I'm using containers for the two pieces and the enemy is just a platform movement and the solid ground is a tilemap:

  • Zebbi Thanks, I'll see if this works or not.

    It has some other things like dash in there which aren't necessary in this case, but the basic mechanism of crawling is the same, at least in c2 you can use offsets for better detection.

  • The title says it all.

    I've tried using the "Player is overlapping Solid" behavior, it works alright but the animation is just stuck and it won't change unless I hold S (the crouch button) again and the imagepoint for the gun either disappears or something else happens, because the arm changes position.

    .capx link: http://www.mediafire.com/file/jnk6ny788 ... 31369.capx

    This *might* be of use? https://www.scirra.com/tutorials/1389/m ... av-mbcdash

  • 99Instances2Go alternatively, could the end node always be whatever offset to the Center of the tile you click is? That way the character should always walk even a pixel within the tile and arrive at precisely the point t on the tile clicked?

  • I did recently make a cocoon io project:

    https://itunes.apple.com/us/app/humped/ ... 73409?mt=8

    then i hit a snag with cocoon io (their plugin database got messed up and i was getting a mysterious black screen that i couldn't get to go away..sooo.. i moved over to xdk to make this one:

    https://itunes.apple.com/us/app/smod-th ... 54828?mt=8

    I was overall pleased with my return to xdk. I did HATE all the icons you have to submit manually.. Cocoon IO does it all with one graphic. Built times were fast on both. Cocoon IO's still got XDK beat in APK size. Cocoon IO makes APK sizes that are a fraction of XDK's crosswalk.. performance wise I couldn't tell a difference. Both were snappy.

    I liked using cocoon's native plugins and it's just nice to not need to rely on unsupported ones like the cranberry ones (Sang Ki is a great guy, he just doesn't have time to address issues promptly) where the cocoon ones are officially supported for C2 so if something isn't working you can bring it up and get some support, though they are not fast when you're a silver or free user.

    In my case this time though, I found that admob and google analytics worked with with XDK. Overall I felt fairly 50/50.. though my next game I will start with Cocoon IO and this time hope the black screen problem doesn't come back again. That crap is annoying. I can never really clearly get an answer to what is wrong and why it's doing it.. knowing the nature of the problem could better help me understand where I'm doing something wrong to fix it.. anyway, at this point, I think they are both great. Cocoon IO is better for smaller android apps but frankly I still see android as secondary... and iOS as the main and in both cases iOS apps are small.

    Is this with crosswalk or webview? I'd have thought once webview has phased out crosswalk, between the improved apk size, the performance should be as good?