unplugged's Recent Forum Activity

  • Hi All,

    I've been searching for a few hours now, but still haven't found a definitive answer. I've found threads from early to mid 2012, which mention that 3rd party plugins are not accepted in the arcade. But also mention that these are being looked at, and are high on Ashley/@Tom's to-do list.

    Can anyone tell me if there has been any movement on this, or if there's a list of accepted 3rd party plugins yet. Same question with the full screen option in the arcade please?

    Sorry if I've just missed this info, but I've been trawling the forum for some time now with little success.

    Thanks

  • Thanks jayderyu, I'll try the Touch ForID approach.

  • Thanks astralvoid, dsarchy, I'll take a look into those approaches to see if they can help me.

  • Hi All,

    I'm trying to create a two player game, and I want both players to be able to control their player objects separately and at the same time. But I'm having trouble coming up with a way to do this.

    At first I though that using Touch.XAT(index) might be the solution. But I don't know how I should reference the index part for each object.

    From what I understand the Touch.XAT(index) command requires an index number, which relates to the order of each touch e.g. 0, 1, 2, 3.... etc. How can I find out the order each object was touched, so that I can use that information to select the correct index value for Touch.XAT().

    I've attached a capx of what I have so far. I currently have both set to index 0, which is okay if you touch the objects 1 at a time, but if you try to touch both together, they both go to the same .X position. I've tried to set the index property on plyr2 to (1), but this only works if plyr2 touches the screen after plyr1, and as I can't tell which player will touch the screen first this won't work.

    dl.dropbox.com/u/78057629/TouchProject.capx

    Can someone let me know if I'm on the right lines, or have I completely misunderstood what Touch.XAT(), is for?

    Thanks for your help.

  • Hi austin,

    Just wanted to ask how I'd add extra button options to the clay.io window (e.g. post to facebook / twitter buttons). Do I need to create a new layout or is there some way I can do this through the plugin. Can I do it in C2 or do I have to change the clay.io css file, and if it's the latter, how do I then reference the buttons from Construct.

    I followed your useful tutorial re: API integration, but that only showed me how to post directly to facebook/twitter/clay.io. I'd like to give players an option to select, instead of automatically going to facebook/twitter etc.

    Sorry if this is a dumb question (I'm still quite a novice programmer) but I've been looking for documents about this and haven't found anything helpful yet. Perhaps another simple tutorial would help.

    Thanks

  • Okay, So I've started to answer my own question and thought it might be useful to others if I post what I've learned so far (don't get too excited, it's really not that much!).

    After looking through and experimenting with some of the touch options, I've found that using "Touch.XAT(index)" will recognize two simultaneous touches, and allow players to move their objects separately/differently.

    The problem I'm having now is recognizing which object is touched first. The "Touch.XAT(index)" requires a index/order number to be put into the "index" part. As I cannot be sure whether player 1 or player 2 will touch the screen first, how can I select the appropriate index number for the "Touch.XAT(index)" action.

    Any help/examples would be greatly appreciated.

    Thanks

  • Hi all,

    I'm toying with the idea of making a 2 player game, where both players can control their player objects simultaneously. To do this I'd need to be able to reference each ones touch coordinates separately

    e.g. on Plyr1 object touched -> set Plyr1 object to Touch.X

         on Plyr2 object touched -> set Plyr2 object to Touch.X

    Because both players can touch their objects at the same time, I need a way to differentiate between the coordinates of Plyr1 Touch.X & Plyr2 Touch.X (so that they are not both moving to the same Touch.X).

    I'm sure I've come across something like this on C2 before, but can't remember where I saw it. I've searched the forum, but I haven't found anything so far.

    Could someone please put me out of my misery and tell me if there is a way to do this.

    Thanks

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  • Ashley,

    Thanks for the clarification. I was sure it mentioned "VS for windows 8" in the tutorial, but perhaps I misread it. Anyway I'll get the VS for windows phone instead and see how that works out.

    Thanks again

  • Hi zenox98,

    Thanks for replying.

    Yes I've already seen the post you referred to and have triple checked to make sure I have the correct copy of VS, i.e. "VS Express 2012 for Windows 8" edition. I've also installed and uninstalled it a couple of times, just in case a bad install was causing the problem, but still no change.

    Thanks anyway.

  • Hi All,

    I've been trying to create an app for Windows 8 phone. I've followed the tutorials "How to make a Windows 8 app" & "How to make a Windows Phone 8 app". As suggested I've installed Windows 8 (RTM copy - purchased yesterday). I've also installed VS Express 2012 for Windows 8 (downloaded and installed yesterday).

    I exported my project for Windows 8, but when I open the .sln file, I get this message in VS.

    VS error message

    <img src="https://dl.dropbox.com/u/78057629/VSErrorMsg1.png" border="0" />

    I'm pretty sure I followed the tutorials correctly, so I don't really understand what went wrong. I thought it may have something to do with my project, so I created a new, simpler project, but received the same error message.

    I was wondering if anyone else has experienced this problem, or could offer some advice.

  • Hi all,

    I have a family of sprites, and an event to spawn 2 random members on the screen. As the family spawn object is a random selection, I sometimes get 2 of the same sprite. Is there a way I can check / compare both sprites, and if they are the same do one thing and if not do another.

    I�ve tried creating a family variable, and making this different for each sprite. I then compared these variables to see if they match. But this doesn't seem to be working (although I may not have written it correctly!)

    Any help would be much appreciated. And thanks for taking time to read this.

  • vtrix

    Wow, that's fantastic, and it works really well. I've been scratching my head over this for a while, so I really really appreciate the help you have given me.

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unplugged

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