Intrepid's Recent Forum Activity

  • When you go to zip up your exported files, don't include the "phonegap" JS file.

    Should work then.

  • Just do it in the same event you create the object.

    Like this;

    Action

        Create player at x,y

        Set instance variable "Health" to 100

        Set instance variable "Weapon" to 3

    Doing this, you're only changing the variables of the instance you just created.

    I think this is what you're getting at, hope it helps.

  • I was having the same problem with phonegap too. Did you try not zipping

    the "phonegap" JS file along with everything else? That's why it wasn't

    working for me, after I stopped putting that file in the zip it worked fine.

  • There was an answer in your other topic, I'll post it here;

    Every tick

       add dt to reload

    Reload >= 1

       plane shoot bullet

       set reload to 0

    dt is just "dt". You can see it under system expressions.

    DT, or delta time, is the time between every tick.

    Basically, this will shoot something every 1 second. If you want it to shoot

    every 2 seconds, set it to 2. Every half second? 0.5.

    You want to do it this way so your game is framerate independent.

    It's important, since you want your game to run the same at all

    framerates.

    You can read more about delta time and framerate independence here.

    EDIT: I made a capx for you, check it out here.

  • EDIT: Looks like you deleted your post. I'll leave the next part be.

    Also, you'll want to check if reload is equal or greater than what you want.

    I typed it out kinda fast, and missed that. If you didn't do that, then

    dt might add an odd number to reload, and you'd get 1.03 or something,

    and the condition would never trigger.

  • You're going to want to use dt (delta time) for your reloading events.

    Here's a simple way to go about it;

    Every tick

       add dt to reload

    Reload = 1

       plane shoot bullet

       set reload to 0

    With this, you'll shoot every 1 second. You can change it to 1.5,

    and then you can shoot every second and a half.

    You can read more on deltatime here.

  • Okay, got it working by not zipping up the "phonegap" JS file along with everything else.

    Had me confused for a while, since the tutorial said to zip everything in

    the export file.

    Oh well, working now :)

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  • I'm aware of that, but I'm using release 80.2, and that fix is for R81.

    I tried it anyway, still didn't work. Thanks though!

  • So I've been trying to get a project exported and working on my phone.

    But even with the simplest of projects, all I get on my phone is a white screen.

    I've set the resolution to the res my phone uses, set fullscreen to scale,

    all that jazz and it still doesn't work. I'm certain I'm exporting it properly,

    and I can't think of why it's not working. I tried it in R82 also, same thing.

    It works just fine when testing over WiFi, it's just exporting it to phonegap

    build seems to break it.

    I'm using an HTC Evo 4G, and

    this is what I'm testing with.

    Thanks in advance!

  • Got it updated, and on the arcade. Hit a few snags when I was trying it

    out in the arcade, but got them fixed up.

    Gonna try and scramble to get a few more levels made, thinking them up is

    much harder than I had originally planned.

    A little disappointed with how it turned out for the comp. I wanted to

    do more with it, but I managed my time poorly and in the end it shows.

    Not too late, however. Gonna be taking this well into the eleventh hour!

  • At first I was like... what is this. Then that gradually changed to me enjoying it. Getting stuck inside a platform stopped me but that seems to have been addressed already.

    I also noticed that if I fell off repeatedly it looked like the level entry text was stacking on-top as if it was creating multiple text instances (not sure).

    The GUI would also randomly disappear while I was turning things. Not sure if that's intentional or if I was dragging outside the playing field and causing issues.

    All and All. It's shaping up to become a fun game.

    Glad that in the end you liked it! Yes, the 'stucks' have been fixed.

    On the start text, it will be reset if the level resets. So if you

    fall off, the level will restart and the text will redisplay.

    If it's a bother I can fix it.

    If you rotate the layout(Layer 4), it'll hide the GUI because it looks

    really strange having it rotate along with everything else. I had it

    do that because I was a bit short on time, but I should be able to make

    it static now.

    Your comments are appreciated!

  • Yes! This is the kind of feedback I need. Thanks!

    Cool game intrepid. Nice idea.

    I seemed to get frozen both times i played - the player got stuck in between one of the layers. To get past some bits i was moving the platforms bit by bit so the player would stay on top of it (was i cheating?)

    No, I don't really see that as cheating. Yeah, getting the player stuck

    inside the platforms will freeze the controls, it's gonna be fixed

    in the next release.

    Maybe you should restrict movement of a platform that is touching the player. Regarding the layer complications - how about pattern coding those numbers as well as colour coding. Example) the number 2 will have the same brick pattern as the platform.

    Hmm, there's some good ideas. I might try what you suggested, locking out

    the layer the player is currently standing on. Then regarding the

    icons and the colors, I think as it is now it's fine. Were you confused

    by them, like it wasn't specific enough that this color rotates this

    color platform? If so, then yeah, I'll make it more specific than the colors, putting some of the patterns on the icons should make it clear.

    Platforms you cant move are greyed out - but dont even give players the option to select the layer when its not movable (IE if the player hits 3 when its not movable it stays on the current number instead). This should make things a bit clearer.

    Yep, I think this is what Kyatric was getting at with the feedback.

    I was going to make it buzz when you tried to select/rotate a locked layer,

    but having it not selectable at all will really help. Easily done, will

    be in the next release. I'll also try to grey out the platforms,

    although hopefully it won't be necessary.

    Your post was a big help, Genki, thanks!

    I like it good concept!

    I did also find I sometimes got stuck in the platforms though, and was also moving it bit by bit to move myself up =P

    Regarding controls, I think the keyboard plus mouse is fine, except for having to press 'Enter' for the next level as having to take my hand off the mouse is slightly annoying =)

    I think I'll either add another button to move to the next level, maybe E,

    or just put the key on the right MB. I'm leaning towards the RMB.

    Much appreciated guys, gonna be an update soon.

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Intrepid

Member since 4 Aug, 2010

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