Zathan's Recent Forum Activity

  • I would like to use those songs in a project..

    are it free to use? it seems to be old as hell. lol

  • Bump :\</p>

  • The answer to any question like this is always, "It depends." First, we don't know what you would consider "worth it." Second, if you are only placing your project on the Chrome store then, not matter if you are selling or getting ad income, you are limiting your income. In any case, my humble suggestion would be to place a free ad supported version and a premium paid version to max your income. You will get far more downloads on the f2p version and if people like it enough that they are willing to pay to be rid of the ads, you will get a little added income.

    hm... i like that free and premium idea

    If your game is high quality, and visually appealing, then it would probably be worth it, otherwise, you won't get many sales for a low quality game.

    Your typical average quality game would be under a dollar, typically 99 c.

    Mind showing us a preview or link us your game?

    My new game is in early stage of development.. but anyway, I don't intend to make 'visually stunning graphics'.

    I'll make it as interesting as I can.

    Thanks for the tips

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  • You have to get creative with that, In my game, I initiated shooting whenever the rotation joystick is touched. It's difficult because you can only evver depend on two fingers being used at the same time on mobile. Anymore becomes cumbersome for the player.

    Sorry about the bugs. I have to update that post and my blog article. I fixed those bugs in my game.

    hehe thank you for the tips

  • I think almost every game on that market are free. But it seems to me that advertisements not yield much...

    So, I want to sell. It worth it?

  • I forgot one thing... my game is a top down shooter.

    The player has to be able to move around AND AIM... so, two joysticks.

    I think there's no way to do it in mobile... because he still has to shoot.

  • I posted a thread on here about how to make dual joysticks for a game I'm making, something with similar needs to yours. I had a reply in that thread about doing it a different way.

    I ultimately liked my solution more because the joystick is created on touch and destroyed when the finger is released from the touch screen. For me, it solved a unique problem with touch screens. They don't have tactile feedback, they are all different sizes, and everyone has different sized hands. The way I did it, the neutral zone for the joystick is created and reset every time the player touches the touch screen. It also supports 8 way movement which is kind of what you want.

    The link to that thread is here: https://www.scirra.com/forum/viewtopic.php?f=147&t=103562

    I posted the same thing on my blog here: http://kurie.us/how-to-make-dual-joysticks-in-construct-2/

    Hopefully that'll give you an idea to work with. The thread here has two different solutions, mine and one that someone else posted.

    I will state that the solution I posted is for a layout size the same size as the window size. I had to modify that solution to work with a larger layout size. I have it working really nicely now and it's very responsive. I still have a bug to fix that if a lot of touches are placed extremely rapidly, it confuses it a bit. That should be easily fixed though, and for your solution, only needing one joystick, it should be non-existent (because of using buttons rather than a second joystick).

    Take a look, and if it interests you, I can post a modified version of my current game with a lot of stuff ripped out of it so you can see what I did with the two joysticks in a large layout.

    Hopefully that at least gives you a start and a few ideas to work with.

    Edit: to give you an idea of what I did for larger layouts, I ended up setting the control layer in a separate layer without parallax and pinning the control graphics to the touch pad object. That'll make a lot more sense if you look through the code I posted.

    it's awesome, dude. thanks!

    but it has some bugs when i move the mouse quickly.. :/

    I found a tutorial with this result: studioryu.net/dev/touch_analog_tutorial

    I'll take a look

  • What a title lol

    well... my game will have, basically, 7 controls:

    up (forward)

    down (backward)

    left

    right

    (also, preferably, diagonal movements too)

    shoot

    reload

    change weapon

    for the last 3, I'll do on-screen buttons, but what about the player movement?

    Thanks

  • A project exported using Crosswalk with Clay.io plugin works fine? Bugs? Incompatibility?

    I'm planning to put my game on Google Play.

    Thanks

  • You can put all your physics objects in a 'family', name it Allphysics for example, then you can add events where you disable physics collision of object1 with Allphysics, object2 with Allphysics,... and so on.

    You might try and an action saying disable physics collision of Allphysics with Allphysics, but it didn't work for me that way, you can still try tho.

    But since you only got 12 objects , it shouldn't be a problem to write 12 actions.

    hmm... i don't have a personal or business edition :/

    but I'm going to buy, then I'll learn to use families.. thank you

  • Bump :\</p>

  • I have 12 objects with physics on the screen;

    Also, a ground..

    I want that when the objects touches the ground, everything goes normally (the physics doing his job ), but between the objects, I don't want collisions.

    Some better way to do this unless putting thousands of "object1".disable collisions with."object2"?

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Zathan

Member since 1 Jul, 2012

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