jayderyu's Recent Forum Activity

  • Definitely more of a decade or two kind of wait. Indeed it would be very cool, but there is a lot of interface considerations. It also looks like C2 uses some api's that aren't Scirra's. Which are of course not on IOS and really the list goes on.

    Maybe Construct 3 or 4 :P

  • Not going to hold my breath. I doubt the Wii U browser will be optimized. However, I did see some nifty games on the Wii with and without it's limited flash support..

  • based on what your looking for here are some thoughts. I'm not an expert I'm still pretty new here myself.

    1. each pixel is a sprite or at least 2x2 or 4x4 sprite.

    I'm hesitent to this approach as this is a sprite draw for each object on screen.

    2. Use the canvas plugin. This allows you to directly manipulate the pixels. however I think it requires a lower level coding rather than C2 Higher events programming less system.

    3. Program your game in a language.

    Your best bet is to work with the canvas plugin and use somekind of canvas sprite.... honestly I'm not familiar with the canvas plugin. But I think it's your best direction.

  • How about a CAPX of your controls. I have managed to do touchscreen controls and a keyboard. So it does actively support both.

  • oh I should have done this a month ago.

    I'm Jayce. I feel old. I started back on the Color Computer 1 and 3; ok more 3 than 1. A computer similar to the old Commodor 64. I've loved games ever since I was taken into my first arcade when I was a young child. Since then I live, eat, breath, think and dream games. I married games as my wife is a gamer.

    I've done Basic/qBasic, C/C++, .... etc. and decided i'm just tired of reinventing the wheel. So now I'm with C2 and Scirra. I haven't gotten a game to a playable state in years. Unless of course i count my online multiplayer? ocarina in Java. but since then nothing else :P Making a game by code is tiring. I tend to get more complicated ideas then burn out before getting anything playable :P So i'm hoping with C2 that will all change.

    I'm a big believer that tablet like portable computers are the future and desktop's are going to primarily for the enthusiast and deveopers. Ok this is a multi decade prediction, but I want to be ready :P

    Anyways glad to meet many of you on the forums.

  • ok, I'm having a problem with tracking the wrong touch index.

    CAPX

    it's using Touch.touchcount - 1 to catch the index.

    1. Player presses the flamethrower attack button. flameI = 0

    2. Player starts to move. moveI = 1, flameI = 0

    3. player stops touching flamthrower. flameI = nil, move = 1

    behaviour should stop the flame attack, but continue to have the player still moving. However, that is not what happens. The player control starts getting incorrect input.

    The problem that occurs is seems to relate to the 0 index count.

    case A

    1. shooting

    2. move

    3. stop shooting

    results in s a problem

    case B

    1. shooting

    2. move

    3. some other third finger action

    4. release flame

    causes problem

    case C

    1. shooting

    2. move

    3. third finger

    4. release third finger or release move

    works fine as index 0 is still in contact

    problems come up whenever index 0 is released while continuing to use other index input. So it seems that Touch.touncount - 1 is not a good reference to get the touch index. which is verified by Ashley. So I just can't seem to solve this multi touch issue. It's also a fairly critical problem. Anyone know a solution?

  • ok, I'll follow this up in the How to section rather than a bug

  • I've redone the capx and trimmed more junk out. I think it's lean and mean now.

    "Now consider Scenario B: first finger down, second finger down, first finger up, second finger up.

    This triggers the following way:

    B1: On touch 0 start, on touch 1 start, on touch 0 end, on touch 1 end."</font>

    So we are in agreement that this is how it should be working. Yet the behaviour in the application isn't. I'm still willing to say I did something wrong. I'm also thinking I conveyed what I was saying earlier incorrectly. Let me try again so that you know I'm on the same page on how indexing works.

    1. Player presses the flamethrower attack button. flameI = 0

    2. Player starts to move. moveI = 1, flameI = 0

    3. player stops touching flamthrower. flameI = nil, move = 1

    behaviour should stop the flame attack, but continue to have the player still moving. However, that is not what happens. The player control starts getting incorrect input.

    The problem that occurs is seems to relate to the 0 index count.

    case A

    1. shooting

    2. move

    3. stop shooting

    results in s a problem

    case B

    1. shooting

    2. move

    3. some other third finger action

    4. release flame

    causes problem

    case C

    1. shooting

    2. move

    3. third finger

    4. release third finger or release move

    works fine as index 0 is still in contact

    problems come up whenever index 0 is released while continuing to use other index input.

    What i'm trying to do in pseudo code

    /------------------------------------

    // touch move start. let's assume for this that it's not index 0

    if(mIndex < 0 && onTouchObjectStart(touchpad))

    {

       mIndex = Touch.touchCount - 1 // this should get the index

    }

    /* player touch the pad, the index is set to 1 as there is already another touch on the screen */

    // moving

    if(HasNthTouch(mIndex)) // alternative mIndex >= 0

    {

       // full movement removed

       Touch.XAt(mIndex, "touch_control_layer") // using AtX

    }

    /* maybe i'm wrong, but this should only get input from the specific index. */

    <font color="blue">"The At expressions can return the absolute position of any touch given its zero-based index, allowing for multi-touch input. For example, to get the X co-ordinate of the second touch for the bottom layer, use Touch.XAt(1, 0)."</font>

    // stop tracking moving

    if(onTouchEnd(mIndex) ) // alternative Touch.XAt(mIndex, "tcl") > 0

    {

    // nullify input

    mIndex = -1; // move index is set to none

    }

    /------------------------------ end psuedo

  • I think this is a bug.

    The Capx

    CAPX BUG

    Procedure

    1. Touch and hold any open(not the controller) area of the screen.

    touch index = 0

    2. Touch the controller and drag anywhere.(working fine)

    touch index = 1

    3. Release the finger that has been touching the open space.

    The Problem

    What happens is that the "on touch end" get's the wrong index and the result is that the controller breaks the touch controls.

    What should happen is that pressing or holding an action button; then moving; then release should not stop the moving control.

    Numerous samples and experiments have resulted with no success. Even using the most updated version of C2 continues this problem. Even in the case of using "Touch End Nth".

    System Specs

    Android Acera A500. Tested with Browser, Chrome

    Ipod Touch IOS 5.X(last 5 edition)

    Ipad2 with IOS 6

    All of them have problems with these steps.

    Is it a C2 Problem

    I feel it is after numerous experiments and that onEnd Touch Nth also produces incorrect result. However, i'm still willing to be wrong. I've stripped a lot of the project. The only area that needs to be exampled should be the Controller event sheet.

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  • droptank21 raises a good point which I may have overlooked. Do you plan to run your project through the browser and home screen running or do you plan to use cacoonjs/phonegap that wraps your program into a native app.

    If your going through browser then you only have access to dictionary plugin or some other form of cookies.

    If you go through a native app wrapping program then you can have access to file writing. Which droptank21 suggestion of csv files will work well.

  • ummm.I don't think expecting localhost ajax support is the best route if the device doesn't natively support a local webserver. Having a customer hack their ipod to install a webserver just to a save a game I think is a fairly large no.

    I'm not sure, but have you the OP checked on dictionary plugin?

    If your looking for native storage your likely going to be out of luck for some time. Local storage is usually not desired as a browser feature for security reasons. I don't think Google or Apple will go with file storage for either of their mobile browsers.

    The other route is the cache method by way of the dictionary(as I understand the dictionary is the cache). If your game is packed to run as offline and set to home screen(IOS) then the cache should be fine. The cache isn't part of the safari cache and wont' be deleted if safari clears. cache is stored in it's own app folder. As for android.

    I could of course be wrong on all of this information. So someone with more experience please speak up :

  • Unfortunatly there is no robust networking features for C2. So all networking is currently still done by manual coding. Also there is no advanced level networking messaging in C2, a couple of plugin developers have provided socket plugins for networking, but it still takes some more effort that C2 covers.

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jayderyu

Member since 11 Apr, 2012

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