basti's Recent Forum Activity

  • You could make the tiles have invisible sprites on them, becoming visible on certain conditions when hovering the unit (for instance; if distance from grid to unit is less than X make grid visible). This way you can handle 'forest' and 'endoftheworld' movement as well.

    Obstacles is the real challenge, I think there is no easy way to implement the movement around obstacles without using alot of different conditions.

  • I have done something similar using an invisible sprite pinned to the unit, and the sprite becomes visible when you hover the unit. The sprite can just be a half-transparent colored grid that is the size of how many steps the unit can move.

  • UPDATE:

    I have now tweaked the levels a bit and calibrated the difficulty, and also added score and star rating.

  • As for your second question: even if you would get the C2 application running on your tablet I doubt it would be useful for developing. There's just so much in the C2 user interface that isn't designed with a touch screen in mind.

  • Screenr.com?

  • I also would recommend what newt said: use families instead!

    And if you need to distinguish different instances you can easily use family variables (the condition "Family.Value = 'AI_type1'" can easily be copied between events).

  • Thank you for your comments!

    I am planning to add a score system, and also some new gameplay elements to make the game more interesting and last longer.

  • I am happy to finally launch the first official beta version of my new game:

    <font size="3">Arithmos - an educational puzzle game</font>

    I work as a math and computer science teacher, and the game is mainly designed for children aged 10-16. The purpose of the game is to train problem solving, logical thinking and simple arithmetics in a fun and new way.

    The game is meant to be played on touch screen devices, and I will launch an iOS and an Android version soon. The browser version is best experienced using a web browser supporting WebGL shaders (such as Google Chrome).

    How to play

    The goal of the game is simple: destroy all the bubbles.

    Two identical bubbles containing numbers are destroyed by clicking them. There are also bubbles containing operators (+, - and *), and by clicking a number, followed by an operator and another number the bubbles are combined into a new bubble with the result of the operation.

    The game is sill in a beta stage, and I will probably add Facebook integration and a score counting system. The difficulty of the game increases over time, but the levels aren't fully calibrated yet. I will also add support for more languages.

    Try it out and let me know what you think!

  • You can set the fullscreen mode setting to 'Integer scale', which scales up the game with a factor of 1x, 2x, 3x, ... (depending of the window size).

    This won't force the game to 2x the scale which you asked for, but it's at least something in the right direction.

    You could also try setting the scale rate of the layout to 2, and see if this works the way you want.

  • I have tried different methods to make this work the way I want, but still no luck... does anyone know how this can be done? Or if it's even possible..?

  • I have a draggable object in my game, and the object has the behavior 'Bound to layout' making it stay on screen when dragging over the edges.

    I want my game to support multiple screen sizes and portable devices, so I've set the background layer to parallax(0,0) and added the anchor behavior (so that the background stretches over the whole screen when fullsized in scale mode). I also have some HUD buttons in each corner, anchored so that they stay in the corners when resizing/scaling.

    However, the layout itself isn't stretched over the screen, so the draggable object is still bounded the the small layout (see image below, the blue area).

    <img src="https://dl.dropbox.com/s/zx6i1z671kwn856/scalescreen.png" border="0" />

    The red draggable object is bound to the blue area, but I would like it to be draggable over the whole screen (blue+green) but still be bounded by the edges.

    I've tried adding solid edges manually, but then the draggable object would 'jump' over the edges when moving the mouse outside the edges, making the object disappear outside the screen.

    What is the best way to make the draggable object bound to the screen? Something that works when the game is scaled.

    Thank you!

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  • roland: yes, webstorage lets you do exactly that.

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basti

Member since 14 Dec, 2011

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