BiznessMan's Recent Forum Activity

  • The newest version of the Android SDK uses Chrome instead of WebView, although its only for 4.4 devices.

    There is an open source Chrome Webview though which I've been looking at. Seems like performance using Chrome over the network is pretty solid for the most part

  • Thanks much! I now have C2 talking to Android's java code. Much easier than I thought it would be.

  • Is there a way to invoke a javascript command without having to write a plugin? Basically what I plan on doing is building my own chrome based wrapper for Android. Within the Android SDK there is a way to call commands to the java level using Javascript commands (and its quite simple to set up)

    So I'm curious if I could call these commands within Construct somehow.

  • I'm probably not the best person to ask regarding this, but I don't quite think it's possible at this time.

    It looks to me like the primary method of the different platform plugins (Facebook, CocoonJS) are either based on PHP or Javascript (Facebook for example) or is built into the wrapper (CocoonJS)

    The Greenworks plugin you linked is written in C++ which I'm pretty sure isn't compatible with C2. Steam would need to implement an HTML5 wrapper or allow the sending of PHP to their server for certain features.

    Now with that said, it might be possible to implement Greenworks if you were to manually build your Node-Webkit app like seen here, but I don't know how you'd have your game communicate with it for things such as achievements.

    Again, maybe it is possible and I don't know what I'm talking about. Just assuming based on what I've seen so far.

  • Probably not possible yet but I'll try anyway

    1) Is it possible to save tilemap data to either an external file or as an array string that can be loaded in later? I was able to easily create a basic "map editor" but I have no idea if that data could be saved and loaded back in later

    2) Randomly creating a world with tiles? I had something basic where it'd spawn a bunch of random blocks around the map which placed a random item/block type. This seemed to work fairly decently, but I'm trying to think of something more robust. Also, preferably something that could be visited again and again (like Minecraft's seed option). This might be related to question 1 though

  • You can check for walls on the left/right using the platform behavior.

    Example: dl.dropboxusercontent.com/u/2383513/linkedOUT/lemmings-likemovement.capx

    Wow I totally skipped over that. Its exactly what I am looking for. Thanks so much!

  • Its a good example but it has its limitations for what I'm trying to do. I don't want the background to just be black. The movement works perfectly fine using the platform behavior and simulated controls, but for some reason it wont do anything if I have the same action applied with different variables.

    For instance I tried to do it to where I would touch one of the guys on screen and he'd flip directions based on his direction variable. However, it would not work unless I deleted the other command.

    Example being, if his direction var = 0 and he's touched, turn his variable to 1 (which should flip direction). This works, but it breaks if I do if direction var = 1 and he's touched. Almost like its just toggling on and off really fast. Same goes for the wall bumping that I implemented

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  • Need a little help getting this movement down. Right now I have my characters set to the Platform behavior and in the code it says if their direction is 0 then the simulate moving right.

    The part I need help with is changing direction. I'm not really sure how to make them bump into a wall and go back. I tried to place invisible bumpers in the map that will change their direction variable which then has them simulate pressing left. There is probably a much easier way to do this that I'm over looking

  • I don't think that it's quite possible to do in Construct 2, however if you're looking at Android you can upload different APKs for each device configuration. This means you would have to maintain two versions of your game, but its something to look at

    http://developer.android.com/google/play/publishing/multiple-apks.html

  • Am I to assume that the touch object's accelerate option works on the Wii U gamepad?

  • I appreciate the find but I am afraid that is too advanced for what I'm looking for. I'm looking for something less smooth and more like an old pseudo 3d maze game from the 80s

  • Sounds good to me. I think my method above would be the easiest route but I am not sure if using layouts is goon on the user end compared to making some sort of array to keep track of the player's X and Y coords and displaying the proper sprites.

    I guess if I really wanted to I could just make it Myst style where you click around and move between prerendered backgrounds

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BiznessMan

Member since 9 May, 2009

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