exertia's Recent Forum Activity

  • RE: lockup/ringing: Go to Preferences and hit 'Reset dialogs'. The ringing generally means that the dialog is off screen, so you can't see/do anything with it. This will get it back on the screen.

    Thanks your tip really helped me! I was also facing the issue of "Add frames" and all other buttons grayed out when trying to add images. Resetting all dialogs and restarting the program helped.

  • You can lock the orientation from both the project properties within Construct 2 as well as in CocoonJS.

    Otherwise, if you want to allow auto-rotation, you should be able to use these values of the Touch object to determine the orientation:

    Alpha

    Beta

    Gamma

    Return the device's orientation if supported, or 0 at all times if not supported. Alpha is the compass direction in degrees. Beta is the device front-to-back tilt in degrees (i.e. tilting forwards away from you if holding in front of you). A positive value indicates front tilt and a negative value indicates back tilt. Gamma is the device left-to-right tilt in degrees (i.e. twisting if holding in front of you). A positive value indicates right tilt and a negative value indicates left tilt.

  • Here is some simple psuedo-code for my game that moves a ball by tilting the phone (works for me on Android by exporting through CocoonJS):

    If Touch {alpha + beta + gamma)orientations NOT = 0,

    --- Sprite Set 8Direction Vector X to Touch.AccelerationYWithG * 32

    --- Sprite Set 8Direction Vector Y to Touch.AccelerationXWithG * 32

    (Sprite has 8Direction Behavior attached to it)

    Note that X and Y values are interchanged - this is done by purpose as my game is in Landscape mode and I believe the values that are being passed are assuming Portrait mode. The value 32 could be replaced by any other number - the higher the number the faster the response speed.

    Please let me know if this works for you, or if you have a better idea.

  • I did a tetris game some weeks ago, and to get the shape I simply wrote down some relative coordinates.

    It looked like

    -2,0|-1,0|0,0|1,0#0,-2|0,-1|0,0|0,1
    0,0|1,0|0,-1|1,1
    -1,0|0,0|1,0|0,-1#0,-1|0,0|0,1|1,0#-1,0|0,0|1,0|0,1#0,-1|0,0|0,1|-1,0
    -1,0|0,0|0,-1|1,-1#-1,-1|-1,0|0,0|0,1
    -1,-1|0,-1|0,0|1,0#0,1|0,0|1,0|1,-1
    -1,0|0,0|1,0|1,1#0,1|0,0|0,-1|1,-1#-1,0|-1,1|0,1|1,1#-1,1|0,1|0,0|0,-1
    -1,1|-1,0|0,0|1,0#1,1|0,1|0,0|0,-1#-1,1|0,1|1,1|1,0#0,1|0,0|0,-1|-1,-1

    With 4 levels of token:

    a line break (newline) separates each shapes

    a # separates each possible rotation

    a | separates each block coordinates

    a , separates X and Y coordinates.

    Then I just had to select a random line, and to make it simple I just used the first rotation on spawn.

    Can you please elaborate further or provide a sample capx. Thanks!

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  • Can you please share for the benefit of others, what kinds of workarounds can be used in place of "containers" or grouped sprites?

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exertia

Member since 10 Aug, 2012

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