Resslx's Recent Forum Activity

  • That worked! You're amazing, thank you.

  • Awesome plugin armaldio! Mail functionality makes my own project much more feasible. I'm looking to get an email notification whenever people play one of my games.

    Unfortunately, I'm having trouble getting it to work properly. It will send just fine if I run the layout from Construct (to Firefox), but not after I export it to the web. I receive emails when the event triggers in 'testing' but not actually online for some reason. I double-checked my credentials with an SMTP tester and they are working correctly.

    The trigger happens in the beginning of my project, but there's a lot going on inside it and it's a bit large, otherwise I'd share it here. You can view it online here. The mail is set to send right after the robot says it Loves Fargo near the start.

    I used Firebug and can see this error in the console, but can't make anything of it. Here's a link to my event settings, if it's any help for reference.

    How else might I troubleshoot this?

  • I'm trying to create a very basic action clock which counts down when buttons are touched. I'm not understanding how the events are running correctly.

    It seems as if both sub-events are being triggered whenever I tap my 'Play' button. I think I'm missing something about how sub-events are supposed to work, but it still seems to be triggering 'On start of touch' twice and forcing the button not to do anything. If I disable the 'is pause playing' it starts fine. What's going on here? I just want the button to toggle states.

    Here's my Capx.

  • I'm building a series of small games where players explore a map and find physical tags leading to different ones. Here's a more detailed explanation, if you're wondering.

    I want to push players to 'final game' only after they've played through all the others. I need a simple variable which increases incrementally each time players complete a game which coul be loaded at the end of each. If it's reached a certain value it would trigger a different set of events based on that value. This is all mobile-based, but my understanding is Local Storage saves different keys for each game and I couldn't use it to push data between them for this case.

    This seems simple enough it could be accomplished multiple ways, but I'm having difficulty finding any actual ones. Do I need to learn Javascript or get help leveraging it somehow?

  • I'm creating a simple game which rotates the players' view based on which direction they rotate their phone.

    There's a demo here (just tap the three skulls to start).

    I'm using the accelerometer alpha input (0-360) to move two identical images across the layout horizontally to create the loop and pan effect:

    Unfortunately, it seems a small (but significant) port of Android phones give very touchy alpha values.

    Subscribe to Construct videos now

    The Xperia 'twitches' even in a resting state, and it's not the only device which does this.

    I'm wondering how to approach 'averaging' these values without sacrificing too much of the response time to pan the screen. Although, I'm willing to sacrifice this quite a bit, since my game is more of a giant cutscene than an actual 'game'. How would you go about reducing this sensitively programmatically within Construct?

    The most generic way I can think of would be to grab as many alpha values as possible over say 0.5 seconds, average them, and then tween the layout to the most recent 'average value'. Is this practical? I'm wondering if there's a better solution, or if my idea can actually work and not impact the performance greatly.

  • Thank you! I will try and work out a way to use an average of the accelerator values to smooth out the effect. I just needed to know the issue wasn't exclusive to the Sony phone.

  • Sorry, I forgot to mention you need to tap the three floating skulls first.

  • I'm trying to make a game using mobile accelerator input to pan objects inside the layout.

    I have a very simple test setup over here. (only works on mobile)

    Does the scene pan intuitively if you stand up, hold the top of your phone tilted slightly away from you (found that works best), and then rotate your body in a circle?

    I've tested it on a number of devices, but I tried it on a SHARP AQUOS and it seems to 'seizure' rapidly around the expected value. It's the only phone I've noticed do this, so I'm wondering if it is actually just the device or on my end.

  • Thank you for clearing this up! You're correct, I added an SSL certificate to my testing domain and it's working normally now. My web host is great, so it wasn't difficult to implement at all.

  • Problem Description

    I'm trying to get cameras working in Chrome on Android, but the request to access them just isn't popping up.

    I'm testing using the Example: Webcam template built into Construct. I have a version online over here.

    I've tested it with these devices so far:

    HTC M8

    Android: 6.0

    Chrome: 48

    Galaxy Nexus

    Android 4.4.2

    Chrome: 48

    Nexus 7

    Android: 4.2.1

    Chrome: 48

    I am aware there was an issue regarding this recently that was supposedly fixed in r219. Someone else brought it up in December on here.

    User Media: work around a spec change in Chrome 47 that broke camera/microphone access

    This issue is specific to Chrome. I had a really old version of it on my Nexus 7 (31) and the user request did still appear. After it was updated, it stopped appearing. Requests work fine through the latest version of Firefox on my HTC M8.

    Attach a Capx

    Example: webcam

    Description of Capx

    Unchanged version of the basic webcam tutorial template built into Construct.

    Steps to Reproduce Bug

    • Preview in Chrome 48+ on Android
    • Click 'Get Webcam' button

    Observed Result

    The status text on the page immediately changes to "Declined!" after you hit the "Get Webcam" button.

    Expected Result

    A camera request should appear from the Chrome browser.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NO)
    • Internet Explorer: (N/A)

    Operating System and Service Pack

    Android 6.0

    Construct 2 Version ID

    Release r221 (64-bit)

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  • It just repeats the levels, correct? I did NOT expect the head to start moving towards me once it got low. I'd make the area with the head more open. I was just walking up and down the same hallway repeatedly, it would feel more exciting if I could strafe and actually try to hit the boss more dynamically. I think you could make it much faster paced with a little smoother aiming (walking would alter my aiming oddly at times if felt).

    Keep at it! There's lots of way too good stuff on the forums. Finding something you're really interested in making is the best way to get better.

  • R0J0hound, that's amazing. Thank you!

    I spent six hours yesterday trying to force a laughably simpler version. I was honestly intimidated by arrays.

    I broke down what you made to help force myself learn how they work better. I only have a couple specific questions regarding it, if you wouldn't mind helping me understand it better:

    1. How are the lines allowed to exist if they are also being destroyed every tick?

    2. Does the System loop to generate lines that goes through each corner in the array automatically run every time the size of the array is changed?

    (Updated capx)

    Lastly, I reviewed the Cloning the Classics: Pacman Tutorial. I don't think grid-based movement would be ideal for what I'm actually intending to accomplish. Most of the Witness puzzles occur in a grid-like space, but many are more organic as well.

    I didn't find anything searching the forums for motion/tight/corridors. Would I be more successful trying to implement basic physics and experimenting with friction and/or torque values (so it can roll around corners)? I did this in my laughably simple test, but am still getting the hang of the behavior. It seemed to seizure around somewhat.

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Resslx

Member since 6 Sep, 2012

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