Aphrodite's Recent Forum Activity

  • mercuryus

    I think I know the problem, you were using mouse.x and mouse.y (or other mouse relative coordinate) somewhere? Because the default browser for android wrongly reports mouse inputs as well as touch input, but other browsers do not, they report only the touch input and coordinate, tried on google chrome for android, firefox for android, and the stock browser, only the stock browser works (and I am pretty sure that is because it reports wrong inouts, it happened to me so many times)

  • hi Aphrodite

    What type/way of ball control do you miss?

    (did you use a touchinterface or the mouse?)

    thanx!

    [update]

    - i changed the screen height for fullscreen

    - i changed the ball control

    - i implemented scolling the screen

    - ...an add some minor things

    I tested the newer version, and I cannot figure out how to change the power and direction on a touchscreen (I do not have my pc on right now), it seems to go to 0, 0 (relative to the viewport) with 100 power, the scrolling works fine now

  • Glad ro see the sequel's developement has started, good luck (I like the title screen btw)

  • I love minigolf games, currently there is not much control on the ball (at least as far as I saw), but the physics seems to work pretty well, as for the screensize, you might want to learn to support multiple screen sizes since for this kind of game it would work pretty well with not too much things to worry about, also giving the player a way to scroll through the environnement, but for a prototype, it really feels nice, and I am sure you can make a great game out of it.

  • I confirm the top bar isn t there anymore, which is troublesome for navigation since I am using a tablet, and also I do not have a direct feedback on my PMs and topic response, so I do not think this was intentionnal.

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  • I think updating texts objects constantly can lead to severe redrawn

  • Maybe the "force own texture" layer parameter set to yes

  • I think you are thinking of a virtual joystick, to do this, you will need two sprites, and to get the distance and angle between the two (using the distance and angle expressions) so you can use that to control the player

  • Based on timers, and so it is just an indication rather than a precise mesurement, also, the browser by itself may take a part of the cpu used

  • Kyatric : for the next time, if there is a lot of commercial plugins that pops out, could they be in a particular subpart of the "what you have missed"? So it is easier to track them (If you think it is not worth the effort, obviously it is okay, you already take a lot of time writing these posts, which are really helpful btw)

  • Increasing the gravity will make the object fall more quickly (it s vertical downward acceleration is bigger), when it fall down like you think it should, change the jump strength, so the jump height is good, the max speed, acceleration and deceleration will help you controlling the horizontal aspect of the character, a little acceleration will feel heavy and hard to move, a little deceleration will make the object slide before stopping when no input is acting on him, and the max speed is the maximum horizontal speed.

  • Aphrodite

    Great solution!

    I had used canvas to draw the fan shaped. It is the easiest solution, but the every tick drawing in cocoonJS iOS would drop the performance (the same as changing context of text object).

    My method requires a layer to force it's own texture, and uses blends mode, while I know PC will have no problem at all, I never tried on iOS itself, if you need a little help understanding something I had done, go aheahd and ask ^-^ (I am beginning to love blend modes)

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Aphrodite

Member since 20 Dec, 2011

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