Tobye's Recent Forum Activity

  • WaterlooErik - So you can just type that out on word or what have you? And how do you add it to 'the root' of the folder? Thanks!

  • WaterlooErik - Yeah I am very familiar with C2. I have made several games in several genres and published a few to Android. I am not familiar with non-C2 game development however.

    It is just a lot of information to digest on that link :) The contents bounce around quite a bit too. Having a "Step 1, step 2..." would really make it much easier and less daunting.

  • ludei - That would be great! Quite a few of us want to use CocoonJS for Ouya.

  • This is a real shame, I would love to chuck a few of my games up but the process is totally baffling. A step-by-step would be great, there is just too much to go through to make it worthwhile time-wise for someone unfamiliar with the process.

  • I myself just use 'compare two values', with value one the distance between the player and the object, then check if it is less then a really small number (I use 4 and it will consistently detect, but it may need to be larger if your objects move fast/are large).

    And that's it! There is no way my eyes could ever tell that the player is 1-3 pixels off centre, but if it really matters, make the first action 'set player position to object'. So this way, when it gets within 4 pixels, the player will centre itself on the object.

  • AnD4D - I sent you a link to the capx via pm. There is a lot more detail in the message, so please have a look and tell me what you think!

  • AnD4D - Alrighty, I'll send you the capx in a few days. In the meantime, if you do try out the Astar pathfinding, let me know how it goes. I had a few issues with it (beyond being only grid-based) so never even got to fully testing it.

    If you don't mind grid-based pathfinding though, and aren't trying to publish to phones, Kyatric's pathfinder works great. I was planing on using it, but it will freeze for about 2 seconds every time it needs to generate a path when on mobile devices.

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  • jetsetwilly - try looking here: scirra.com/forum/topic61844.html

    It's the simplest way I've found.

  • No problem AnD4D! I also spent the last 3-4 days making a sort of pathfinding which might interest you (fully evented). It works very well for getting around moderately complex paths (4-5 turns), now I am just trying to get the enemies to chase the player correctly (it worked fine until I introduced flying enemies - GAH! I should have just left it alone!). The main advantage in my point of view is it is not a plugin so won't interfere with any wrappers or the Scirra arcade and also has great performance on mobile.

    So if you would like to see it let me know, it should be ready to show in about 4 days and I could do with some suggestions and bug testing as I will be using it for many projects.

  • I had this exact same issue! I originally tried it the same way as you and got errors. Then someone recommended that I try using anglediff instead, and for reasons unknown to me that worked while comparing angles normally did not. I did this:

    First, add a variable to whatever is moving called 'Angle Tracker' or the like. Make it update every tick to that object's Bullet Angle of Motion.

    -For each + Bullet Speed 0 (inverted):

    -anglefiff(Object.AngleTracker,0) < 45: Set animation to 'right'

    -anglefiff(Object.AngleTracker,90) < 45: Set animation to 'down'

    -anglefiff(Object.AngleTracker,180) < 45: Set animation to 'left'

    -anglefiff(Object.AngleTracker,270) < 45: Set animation to 'up'

    -Object Bullet Speed = 0: Set animation frame to 0.

    And there you have it! Hope that helps.

  • I'm getting the same issue - first loading gets to the end and then takes forever to finish, then touch doesn't work. Strange thing is it works on all tests, this problem only happens after downloading from google play.

  • Thanks , looks like I have some reading to do!

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Tobye

Member since 27 Jul, 2012

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