DalekAddison's Recent Forum Activity

  • KMag I just used the standard options i'm afraid. Is it any different for the others? I'll give them a try too. <img src="smileys/smiley1.gif" border="0" align="middle" />

    EDIT: Hmm, I've had a look at the options and they all seem to look the same. Strange. Probably a problem in my program though. Sorry. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • KMag I've just checked, the standard full-screen request via the Browser object seems to work for me. There is no button on the keyboard to exit, it seems though. Still, looks good to me!

  • I notice they completely mess up my computer. I can't look at the layout or anything. Drivers are up to date though. The effects work in Chrome but just not in the editor.

  • To get the buttons to follow the screen you need to move them to a new layer above the main one. This can help separate HUD elements from the rest of the game.

    Then you edit the properties of the layer so that the Parallax details all equal 0. The parallax details control how fast the layer scrolls when the camera moves and is often used to create more interesting backgrounds where distant mountains move slower then closer tress, as in real life. With the value at zero, anything on this layer will not move allowing it to remain on the screen at all times!

    Another hint, try controlling the location of the HUD elements with the Anchor behaviour. This way the HUD stays on the same place across multiple screen sizes.

  • ASHLEY. Wow, that's great! I didn't know about that at all. That would really help development I think.

    I wonder how this new full screen mode will work. Do you think it will activate on Construct 2s full screen request?

    So many questions! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Seen the iOS 6 updates? From what I have gathered, Safari will include a full screen mode now. The will be really useful for web app development. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Edit: just found out that the full screen only works in landscape orientation. Strange, will cause a few limitations.

  • Wow, that does look good! Could it be used as a sort of NPC movement control in a Pokemon game sort of style? Looks like it could. Would have some great uses! Great work! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Here we are! Commented for extra help! <img src="smileys/smiley2.gif" border="0" align="middle">

    Demo:

    https://dl.dropbox.com/u/46716511/TankControl/index.html

    CAPX:

    https://dl.dropbox.com/u/46716511/TankControl/TankBulletandBlock.capx

    I hope this is OK and makes sense!

  • If you create a variable for the objects that can be destroyed you can use is to calculate the 3rd hit. You could make an event such as the collision and add a sub event first to check that the Variable ( lets say hitcount) equals 3. If so, destroy itself. Add another subevent to the collision and check to see if hitcount is less than three. If so, add 1 to hitcount. In fact, make it so it doesn't check that hitcount is equal to 3 instead make it check that it is equal to or greater than 3 (or greater than 2). That way if there is an error and for some reason hitcount is 4 it doesn't cause any problems. The variables would also be ones attached to the objects opposed to a global variable.

    For creating one bullet at a time create a global variable called say bulletExists. When creating the bullet, test as wellt that bulletExists equals false or 0. If it is, create the bullet and setting to True or 1. If not, don't make the bullet.

    When the bullet is destroyed, in the same event add An action that changes the bulletExists back to false or 0.

    In fact, there might already be a system variable you could use. Perhaps instance count? If that equals 0 shoot, else don't. That sort of thing. Maybe.

    I'll upload a capx when I can. :)

    Note: you have uploaded a caproj there. You need to upload a capx.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Arima Thanks for that link. I didn't know that thread had been made. Unfortunately I do have the Touch object already. I think however that my recent 'progress' i.e. having a large drag and drop sprite for touch doesn't seem to work as the same effects happen when it's not there too. Meaning my progress has been for nothing! <img src="smileys/smiley11.gif" border="0" align="middle">

    That's a good idea.

    Ashley Have you seen this thread? Have any ideas? <img src="smileys/smiley1.gif" border="0" align="middle"> Has anyone got any ideas! <img src="smileys/smiley17.gif" border="0" align="middle">

    So adding the touch object works but when clicking a button and dragging it drags the whole screen anyway (To sum up). Perhaps this is just the way as Touch events are handled differently by the iOS device if it is starting an event perhaps?

    I have created an equivalent of a Button by using a Sprite and when a touch starts a small object goes to the Touch location. Then for the first time a touch happens with the small object and the Sprite the Button event happens. If that makes sense.

    Although this is a work around here, i'm trying to get music for iOS via the use of a plugin (a whole other kettle of fish I know <img src="smileys/smiley4.gif" border="0" align="middle"> ). Anyway, I use his plugin (HTML Div)to create a small media player in iOS which when played does create music! However of course it works like the button and drags the screen. Perhaps it is to do with a Touch iOS event as that is the big thing in common between a button and this media player.

    I'll get a demo up when I can!

    Here we are:

    http://dl.dropbox.com/u/46716511/DragPre/index.html

    This one shows the button problem. Touching the blue sprite button causes changes to the text labels. Open up on an iOS to see the problem.

    Here is the one with the plugin with the same problem.

    http://dl.dropbox.com/u/46716511/First%20Music/index.html

    Nothing much different here. Careful, will play a snazzy disco version of the Star Wars theme when started! <img src="smileys/smiley1.gif" border="0" align="middle"> If you are on iOS however it won't automatically start though.

    I'm not sure the CAPX will be of much use, but if you would like to see one just ask. <img src="smileys/smiley1.gif" border="0" align="middle">

    I hope this helps. Thanks!

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  • Hi Everyone,

    So not much progress here. I have managed to use the same large sprite to allow interaction with a sprite which can act as a button. I have created a small sprite that goes to where a Touch begins and when it contacts the sprite for the first time it activates any process. Such as changing text etc. Still can't get inbuilt buttons to work even if I set the Drag and Drop behavior on it.

    Is there any way I can edit the settings so that it stays fixed. Has no one got any idea? This is the third time I've asked. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Thanks

    Addison

  • Nice game and graphics! I've always had a thing for 8 bit. <img src="smileys/smiley4.gif" border="0" align="middle" /> Would be nice to see another one. <img src="smileys/smiley1.gif" border="0" align="middle" />

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DalekAddison

Member since 28 Feb, 2012

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