Richard Stennett's Recent Forum Activity

  • Bumping as its been a few hours since this was posted. I still can't understand how to stop this problem from occuring

  • jbrown2177

    If you look at the capx I sent you there is a variable that is detecting which controller method is being used (Pad, Keys or Touch).

    If that variable = Touch then set a layer to visible (This layer should contain all your touch buttons)

    If that variable "Does not" = Touch then set a layer to invisable

  • philx

    Mobile testing was fine with the larger layout, images that tried to fill the background though caused some issues with black lines appearing or images not appearing at all.

    The fix to this was to use a tiled background, I know this sounds simple but we overlooked this very simple step. (Tested on iOS and Android using CoccoonJS)

    As for character animations and sprite creations, I had a friend draw them up on Photoshop. We only used 6 sprites for the running animation (3 rear leg forward) (3 forward leg forward)then played with speed settings to get a desired result.

    If I was to draw my own sprites (Depending on the style of game you want) I could suggest Photoshop or Gimp for detailed sprites, pixlr.com for pixel art or some sort of drawing tab or app for a middle ground.

  • I would suggest using a global variable to record the level scores. This way you can set up some kind of high score for each level.

    For the sum you would set up one final variable that adds them all up.

    Example. Variable = (Level1HS + Level2HS + Level3HS etc etc) In this case Level1HS refers to Level 1's High Score variable that you would have stored.

  • I'm having some issues with touch and how to confine an object in touch to a certain area. This requires the use of touch commands as 2 touches at the same time need to be present when the problem occurs.

    Dropbox Capx - dl.dropbox.com/u/74175978/Construct/Analog_Issues.capx

    Dropbox CoccoonJS - dl.dropbox.com/u/74175978/Construct/newproject.zip

    Above you'll find the capx and an extracted cocoonJS.

    (Instructions on how the game currently works)

    In my game I move an object labelled "Analog_Area" to where the users touches the screen and another object labelled "Analog_Stick" to the same place.

    After the initial touch the user is unable to move the Analog_Area but is free to move the Analog_Stick, this allows the player to move the on screen sprite.

    The button on the right side of the screen labelled "Analog_Jump" allows the player to jump.

    The large green box is the only area the controller is allowed to appear.

    (Problem and how I expect it to work)

    My problem is when the user touches and holds the jump button and then tries moving, the movement analog positions itself on the right hand side of the screen, no longer on the green touch area.

    I have tried to lock it to the touch area but I can't seem to figure out how.

    Any help on this issue would be appreciated.

  • Ashley thanks for clearing that up. Sorry for the bad wording, I meant Auto-Backup not Autosave.

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  • 4 hours or so, no worries, thats 7.30pm here. I'll take the link down at 4pm your time :)

    Any issues or help just let me know

  • dl.dropbox.com/u/74175978/Menu_Controls.capx

    Let me know when you've downloaded it so I can remove it from my public folder please :)

  • Currently doing this myself.

    I set up a layer and an individual event sheet just for tracking what the player is using.

    I used a basic text object to inform the user to "press any key"

    In the event sheet if this is running through coccoonJS then the text changes to "Touch to start"

    If a Controller is plugged in or active the text display will change to "press A to start"

    Edit*

    If you want I'll rip my startup page from my game and give you the capx to view.

  • I've created something similar to what your trying to achieve.

    In my own personal case I was building a side scroller running game where the user had to jump over obstacles to reach the goal.

    I created a variable that would be used as a switch (0 = Stop, 1 = Run)

    In the event sheet while this variable = 1 the player would simulate platform run.

    This saved me from worrying about all the 60 * DT I would have to do if I tried to create my own movement controls.

    My own version of this was a large layout width, I never tried using custom seeds to generate levels

  • The autosave feature is working fine.

    I made the mistake of assuming Construct would just save itself upon being opening, this is not the case.

    When you save the game for the 1st time (choose the name and location of where to save) Construct will start auto updating.

    When you open a project, move an object and save again, this will re-enable all the auto save features.

    This is how I've been doing it since I had these issues and my autosaves are now fine

  • Hmm, is it possible to for you to increase the layout width (so the player can see a little more on larger screens) but the objects you dont want the player to see to be moved further away?

    example

    If your shooting at the player off screen, move the object that is shooting further away from the layout so the player can't see them even on a larger screen?

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Richard Stennett

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