Richard Stennett's Recent Forum Activity

  • 0.o

    I must have my terms mixed up.

    Window size = viewport (what is displayed on screen)

    Layout size = map/level (what is off screen that can be scrolled to)

    By having a smaller window size my player is able to explore the level without seeing all of the level

    *edit for spelling mistakes <img src="smileys/smiley9.gif" border="0" align="middle" />

  • silkc2

    I've been playing with similar settings, Although I've not found the 'sweet' spot as you put it, I have found a workable form.

    I'm running a window width 640 x 360, my layout however is much larger.

    I have my computer set to 1920 x 1080 (resolution )

    When exporting to HTML5 I use scale and make sure all the scale rates are set to 100

    When exporting to cocoonJS the scale is set to 0

    Its not perfect but it is full screen. Having major issues with Ipad Retina display though.

    I'm eager to see what others add here as well

  • BStateham

    Works perfectly now, I've read through the touch documents 100 times yesterday pulling my hair out for how to restrict touch to the touch layer. Don't know how I missed it.

    Thanks for the advice

  • Having no luck here, testing everything from scale rates, to moving the objects to different layers.

    I worked out it has something to do with the full screen and touching the a layer with 0,0 parallax. Its as if the screen warps itself on a different parallax.

    If you download the capx, just click anywhere and you'll see what I mean

  • If your trying to make a platform where the player moves towards the mouse then you'll need to set up some code to check where the mouse is compared to where the player is.

    If play.X > mouse.X then play.X = simulate move left

  • Make a variable that keeps track of how many flags have been collected, then check that before allowing the player to move on to the next level.

  • Could you try on Left button is over object & on left mouse button clicked.

    (This event if for hud clicked on)

    Mouse is over object

    mouse is clicked                    Desired result

    mouse is 'not' over object

    mouse is clicked                    Desired result

  • Hope this image helps show what should be ticked and where the bar should be located by default

    dl.dropbox.com/u/74175978/Image_Help.png

    Edit*

    Sorry for the bad paint writing, it was the fastest thing I could edit in

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  • I've tried a few things out.

    If I set the full screen to crop the touch device works as expected

    If I set the full screen to anything else then it seems the touch device isn't pointing where I click.

    I have tried playing with the scale rates with no success. Any help would be greatly appreciated

  • 1 - Add a button to your layout. Place it where you would like it to appear. In your event sheet add an event that says "on clicked" -> "go to layout"

    2 - Add a sprite and give it the bullet behaviour, in the event sheet add "Every tick" -> "Set bullet motion towards (object)"

    3 - Add another event "On sprite destroyed" -> "System create particle effect at (Position of object"

    I would strongly recommend you have a good read through some of the tutorials, practice a few, get to grips with construct and how each behaviour works and the options that go with it.

    If all else fails, ask here in the forums, someone will assist where possible

  • I'm trying to create an analog stick that works with touch screen devices. An issue I can't seem to get around though is the scrolling motion.

    In the version I have uploaded, the stick is moved on the HUD layer, when the users touches the HUD the stick moves to the touched position. (This also works with mouse)

    When I start the game in full screen (Scale) and click, the analog doesn't position itself correctly, its almost as if the parallax has failed.

    Any help to why this is happening would be greatly appreciated.

    Capx

    dl.dropbox.com/u/74175978/Test_Parralax_Touch.capx

  • Where you have you reference

    "Score: " &

    The next part needs to link to where the variable data is stored.

    ObjectsName.VariableName

    Your box should now look like this

    "Score: " & ObjectsName.VariableName

    The error should now be resolved if all the data is correct.

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Richard Stennett

Member since 17 Apr, 2012

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