ZhaoYun's Forum Posts

  • After days of experimenting, countless exporting, this is my conclusion of how construct2 audio commands works(or dont works) in CocoonJ.

    This is it:

    audio silence-prevent music from starting, but does not stop them if they are already in played. (means you are never going to stop your looping music, but works well on sfx)

    mute- does not work at all. Music still continues plays, and will keep on starting to play. (Works well in preview, exported to cocoonj = fail)

    However...

    unmute will and can cancel out the audio silence of the tagged audio.

    eg:

    set audio tag "BGM": always unmute

    set audio silence.

    result= BGM ignores audio silence

    The bgm that is playing will continues to play, but new bgm wont start.

    Other sounds wont start. but playing sound will continue to play.

    Hope someone check if my findings were correct. and if it is so, please do fix/update it. =)

    ludei Ashley

  • , I see, thanks for the explanation, In the meanwhile I will work my way around by using stop music and don't play music.

  • Wow... so the xat was used this way....

    all these time spent thinking and trying different things, and the answer is just... so simple...

    David Flook thankyou! You won't know how much this means to me O.O!!

  • the expression Touch.X and Touch.Y only and always refers to the X and Y of First touch.

    So what is the expression of touch 2, 3, 4 and so on?

    Without knowing this, there is little way that a touch game can be build without suffering from unrefined touch control...

    DESPERATELY NEEDING HELP.

    Thank you!

  • kenhes

    The origin of the particle will have to be outside the layout for it to be destroyed.

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  • Well, rest assure that it is really destroyed!

    Or, you can set your project configuration setting to either scale, or crop. then as long as your preview browser is bigger than your project window, you can see what happens outside the layout.

    Or you just put in an audio file, and set play it once object is destroy, so you can hear those sounds and know that the object has destroyed.

  • That's how I will do it too, not sure about the cheapness though...

  • tips:

    1)I prefer setting player HP as a global variable, as I can bring it across layout.

    2)It is better to damage system into a group.

    Eg. create a family of "atk hitbox", since you probably have more than 1 type of enemy, which spawn different attack.

    and then create a family variable call "atkdamage"

    so, you can simply write:

    For each family"atk hitbox"

    Family "atk hitbox" on collision with playerbox, playerbox substract atkhitbox.atkdamage to HP.

  • According your description, I thought you already have the problem figured out?

    My way of doing it by using instance variable.

    1)Setting instance variable on the enemy, name it firing, put it's value to 2.

    2)when playerbox is overlapping sensor ,substract dt from firing.

    3)when firing less or equal to 0, spawn "atk hitbox".

                                      set firing to 2.

    4)when playerbox is not overlapping sensor, set firing to 2.

    the attacking part:

    5)when playerbox is on collision with "atk hitbox" substract HP from playerbox.

  • Still desperately waiting for answer.

    Does construct 2 has expression for coordinate of each touch?

    for example the famous multi touch plugin allows expression of

    TouchX(0) First touch

    TouchX(1) Second touch

  • ludei

    thanks for replying

    audio issue: errr, I am not a programmer (thats why I use construct 2), so all I can tell you is construct 2's mute action don't translate to cocoonjs audio mute.

    orientation lock:

    I see what you mean, cocoonJS launcher has only portrait vs landscape, so I can't prevent the portrait to rotate upside down, however, the cloud compilation system does have the option to disallow upside down portrait~

  • New C2 touch plugin support multi touch, but are there any expression for [coordinates of each touch]?

    I mean:

    TouchX(0) will be the X coordinate for the first touch

    TouchX(1) will be the X coordinate for the second touch

    If no then I think this plugin is still very necessary for touch device and the fact that it can't be export to cocoonj makes it a tragedy!! T.T

  • Julmust

    Thanks for taking interest in my problem.

    P.S.: Touchpad is named "Control" sprite in the picture.

    I was planning to set up 2 touch-analog control stick for player1, and player2.

    Each player touches their "Touchpad" and control their own respective players.

    I plan to achieve this by moving the playerbox at the angle between origin of "Touchpad" and the coordinate of Touch.

    (Move player 5 pixel by(angle(touchpad.x,touchpad.y,touch.x,touch.y)

    This implemention failed because other touches that is not touching touchpad influence the direction of player movement too.

    Conclusion of my problem: I want to limit the expression touch.x,touch.y, to the touch that only touches the touchpad.

  • Hello? anybody there..?

  • Have you read the appmobi Tutorial and make sure you did not use anything that appmobi don't support?

    Give cocoonJS a try too, I personally like it more.