jayderyu's Recent Forum Activity

  • yep

    interchange mouse and touch, but I like touch.

    If is in Touch

    Get Closest Node Sprite.

    Is node Sprite > 50px

    YES Then Create Node Sprite at Touch.xy. node.pathnum = node.count

    On Release

    Start PC Move

    PC Move

    Move PC towards nearest node

    upon overlap of Node.

    destroy node

    Start PC Move

    continuing on

    If Touch start

    node destroy all

    and that's the gist of it. size your node and distance however you want.

    I would say 99% of the time the question isn't "Can C2 do feature X", but instead "Am I clever enough to figure it out."... the answer is yes given time.

  • Yes you can use Drag and Drop. But it has it's own pitfalls. however personally I think it's cleaner.

    1. Make sure the D&D object always stays at the root of the object list. Putting the DD in a folder will break the system.

    2. You need to work on fixing the offset of the D&D object. A D&D object doesn't center to the location of the touch. The D&D offset is where the touch occured.

    3. D&D that is currently being dragged doesn't like having the .setPosition used to recenter to the touch position.

    4. Ashley doesn't suggest using the D&D object for input control. Not sure why I thought the use of it was slick. But as mentioned in 1,2,3 it can break the system and there will be no BUG fix for it.

    As for you to fix your current problem due to angle. That's because there is no built in dead zone. So even the slightese off center will cause the other direction to trigger. Now if you can pixel perfect control then no problem. So I don't do that.

    on your

    deadzone = 10

    fangStick.x > fangPad.X

    change to

    fangStick.x > fangPad.X + deadzone

    fangStick.x < fangPad.X - deadzone

    alternativly you can instead check against

    fangStick.XP > 10 then simulate right

    fangStick.XP < -10 then simulate left

    ...

    ...

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  • Well it's simple.

    Android is simpler to do. however the sales ratio is lower. But is countered by that there are more Android devices.

    IOS has more hoops, but has a higher purchase rate.

    It's worth it to support both. But if you need you can start with Android then go to IOS.

  • It's 2 events for mirroring. It's not worth it.

  • I love Steam. But i would never in any consideration buy tools on Steam.

    I like portable, I like not having steam as a front end, I like having multiple instances of the programming running.

    Steam is for Games don't use Steam for creation tools. The extra price is worth it.

  • My suggestion. When I was working on RexRainbow's base for another person. I found that for every match the system would generate 2000 blocks. I suggest turning on the debug and watching for the sprite count.

    If that is the problem search where the sprite generation is and then check the conditions.

  • as mentioned "remove the EveryTick for you condition" when playing the sound. That's the reason the music stops and can certainly lead to your system crashing.

    so I answered your question to the problem at hand. So why do you need to disable the audio?

  • I had no problems ran. the game almost a dozen times. Just walked left. watched the debug to see if the music started playing. and no problems with crashing.

    However when you want to play earthbound franky. REMOVE THE EVERY TICK condition.

    Also as a suggestions.

    Make one Ground sprite and use frames instead of a different sprite for every ground block.

    Use PLAY not Positional Play for music. Unless of course you want your music to have area effect. However most of time that's not really the case. As an example. walking into a Night Club with a band or music speakers; then you would use positional audio to represent the band having a position and distance.

    Didn't you file this first as a BUG report?

  • I haven't pushed it out to the Ouya yet. But I have no rendering problems. In fact I didn't even really test out my game much on mobile and even less on Ouya due to CJS having some troubles.

    However when CJS 1.4.5 came out which I felt was finally getting close. I ran it and graphically for as far as it get's. Is running a smooth FPS of 55 to 60 constantly.

    But I did hit a problem. I think I hit a Web Storage problem :\ but haven't found the problem. Though I haven't worked hard to fix it with the holiday season up on us.

  • IntelRobert

    Has XDK updated to use the latest stable release. I checked it out and Crosswalk is up to 2.31 which as I understand is the next major release and uses Chrome 31 which from Ashley says is the big perfromance jump from 29. Including should removing most of the small problems that 29 is having.

  • Googling some research on Crosswalk. No.

    This might be a problem with Apple restriction. Apple doesn't allow custom web renders or JIT compilers.

    however Crosswalk isn't a Browser in that sense as it's an application wrapper. So who knows. maybe, but I believe Intel is looking into that.

  • For the scenario the OP wants. Yes it's doable and relativly easy'ish.

    Do a forum search for Joe7 3D plugin. he made a simple 3d plugin. I'm not sure I would use it for an entire 2.5D game. But for a few 3D objects in a 2D mostly game. Sure no probs.

    As for producing a 2.5D game. C2 isn't quite there as of yet. That's the way I feel. But in a few months who knows.

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jayderyu

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