Mike at BrashMonkey's Recent Forum Activity

  • Hi again, Still no luck...I bring up the console, but can't sucessfully paste your code anywhere...at least not without an error message. I have no idea what I'm doing....and if construct 2 is already using this same code to check for the control pad and it doesnt detect any presses, or when its removed or plugged in, then I guess my only bet is to tell the client to use joytokey for now and try and convinced the web developers to make sure more controllers are supported.

    thanks again.

    Mike

  • Enter the code where? I'm not web developer... I dont understand how to do this, or in what part of the browser's interface.

    thanks,

    Mike

  • Sadly completly no response from the Sidewinder.. But it detects everything fine from the XBox controller.

    There's nothing more than can be done?

    It works fine with joytokey, and the Sidewinder works fine with other games (non-C2 made) and emulators.

    thanks,

    -Mike

  • Arima,

    Thanks very much for the tip about joytokey. That does work here on my system, and will likely be a great fall-back option...but I'd rather not have to tell my client he needs to install and run additional software for it to work...so hopefully we can find an integrated solution.

    cheers,

    Mike

  • Thanks Guizmus,

    Unfortunately when I run it and press any directions or buttons on my control-pad, nothing shows up... would text be appearing on the screen?

    -Mike

  • Wow Guizmus,

    you really seem to know your stuff! Unfortunately the solution you suggest is completely out of my realm of understanding. (artist, and C2 user, not by any stretch a real programmer)

  • Hi Everyone,

    With chrome and Node-Webkit my game sucessfully responds to My XBox Controller, but doesnt respond at all to any direction or button press from my old Sidewinder D-Pad.

    This is actually VERY important for my current client, who has commissioned me to make a game which can respond to their custom input device which has the same "button-mapping etc" as the Sidewinder.

    Anyone have any clever ideas, or has had luck getting C2 games to detect input from old d-pads?

    Thanks,

    Mike

  • I saw there's a vibrate feature in the browser extension...anyone know if this triggers vibration in control-pads which have rumble features as well?

    If not, any way to do so?

    thanks,

    Mike

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  • Is there a specific tutorial for performance bottlenecks specific to IOS? My point it my game runs FANTASTIC on Android and TERRIBLY on my Ipod.

    I'm hoping others have found specific causes of such things...in other words, behaviors, actions or events (or plug-ins) that run fine on android and poorly on IOS.

    Thanks,

    Mike

  • Hi Everyone,

    I'm working on a game I hope to eventually export for IOS and Android as well as PC and web.

    From the get go I made a very rough benchmark test version of a game level and tested on both IOS and Android through their browsers and it ran great on both.

    I've now made many additons...lots of events, behaviors like sinewave and fade to many of the sprites ete, but also found ways to optimize by reducing which behaviors were active and by destroying no longer needed objects once they are off screen.

    The funny thing is now I've tried this build on both my 120 dollar Android device and my Ipod Touch, and the game runs even better and faster than the original benchmark on my Android device, yet VERY POOR now on my Ipod Touch!

    Have any of you found really specific things like certian behaviors or types of actions or events that seem to really strongly effect performance on IOS? (asside from having lots of giant sprite images in a frame)

    Otherwise, I'll have to start the painstaking task of removing things one at a time and re-uploading to the web and re-testing to see what is killing the performance..

    any clues?

    Thanks,

    Mike

  • I know the Spriter guys have gone through some rough times, I'm very sad upon their misfortune. Truth is, Spine is a superior tool. I've tried to communicate this several times, but Spriter lack every important tool an animator need: Control of timeline measurement, multiple timelines, post-construction modifications (good luck adding any sprite to an already done animation) and the feature lacking most of all: Curves.

    There will probably be very little support for Construct from Spine.

    Hi Julmust,

    To clarify, Spriter has had seperate timelines per object for the last couple of builds, and the new build which will most likely be released tomorrow finally has many of the post-construction features which we'd agree with you were long-overdue (like everything else, due to the delay) Speed curves are not in this build, but will definately be part of 1.0's feature set and in fact might appear in the following build.

    cheers,

    Mike at BrashMonkey

    Her's a video showcasing the features for the current build:

    Subscribe to Construct videos now

    The part about the multiple timelines is almost exactly at the 10 minute mark.

  • Thanks so much Yann. That did the trick.

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Mike at BrashMonkey

Member since 16 Oct, 2010

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