Resslx's Recent Forum Activity

  • I'm not quite able to get your idea to work Gumball. The objects would eventually overlap intersections that haven't been drawn yet. I'm still trying to think of a way to tell them when to stop scaling and let a new intersection take over while still letting it know which direction to come from (since you can go through intersections multiple ways).

  • I'm interested in recreating a puzzle from The Witness, a fantastic indie game that just came out recently.

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    .

    Here's an example of what the basic puzzles look like:

    I'm struggling with how to make a line that is drawn and follows a path dynamically as the player moves their mouse or finger (touch).

    The line needs to erase itself when moved backwards and cannot go through or overlap itself.

    I've tried using the Canvas plugin, but there's no way to make the line move backwards I can think of. It still draws a nice line I can pin to a different object that is forced to stay within the bounds of various solids, but I can't make it rewind really.

    I tested using custom movement and moving a point towards the cursor/touch every tick, but it ends up being very jittery and gets stuck on corners between squares. I tried pathing as well, but it doesn't seem suited for this really.

    I suspect there's a more straight-forward way to accomplish this specific visual aspect. How would anyone else approach this?

  • I'm attempting to embed and eventually animate a small image onto my page, but I'm uncertain why the background of the iframe in my embed is showing up black.

    Here's my embed code:

    <iframe src="http://www.mikerezl.com/navigation/index.html" name="Navigation" width="400px" height="400px" frameborder="0" scrolling="no" ALLOWTRANSPARENCY="true"><p>Your browser does not support iframes.</p> ></iframe>[/code:1mi9qpt0]
    
    I've set the Clear Background option to Yes in the project settings and am using a sprite with the Destination In Blend Mode atop another sprite to create the shape I would like. 
    
    There's still a black background showing up inside my iframe on the page: [url=http://www.mikerezl.com/]http://www.mikerezl.com/[/url]
  • I'm looking for a way to trigger Tasker events from within Construct 2 running on Android.

    Tasker can monitor a wide array of system inputs, states, and events, but I haven't find any plugins or options within Construct that can trigger a Tasker profile.

    This type of functionality would give Construct an incredible amount of agency over the Android system and access to other devices directly.

    For my own game, I'm creating a room containing multiple Android devices. I intend to make them communicate based on the event in the game on a primary device, which with trigger other events around the room across the displays.

  • Thank you, this method is awesome!

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  • I've been making daily updates to my project and testing it every few days on my target environment, Chrome in Android. Suddenly, I've started getting a plain black screen after the page loads.

    I haven't added any plugins or made any dramatic changes to my project in past few days. I've move some animations around, but my project specifically starts on a "loading" page before any of my main objects are loaded.

    I'm also able to load the page in the stock Android browser, but it looks and performs terrible as usual. I've tried clearing my entire system cache, reinstalling the browser, and different devices to no avail.

    I'm uncertain what else I can do to test it or deduce the issue, other than removing objects and effects one by one.

    Here's a link to my capx.

  • I'm interested in building a location-based game using Construct's new Geolocation feature. I've built a basic setup to display the GPS data and test the accuracy of the function with my device, an iPhone 5 running iOS 10.6.

    I'm getting results, but having trouble getting anywhere within 150 feet of my actual location with either the 'watch' or 'request' functions on normal and high. Here's what the data looks like when it's running normally and I'm standing directly on a location I've preselected and loaded into the application:

    <img src="http://noo.neknows.com/1.jpg" border="0">

    The 'DistanceCumulativeinFeet' value is able to tell me approximately how close I am to the target location by converting the combined Latitude and Longitude values into feet. It typically bounces between 200-800 randomly at all times.

    Although, when I return to my home screen and open the Google Maps app, and then return to the webpage hosting my application, I see an immediate improvement with almost spot-on results:

    <img src="http://noo.neknows.com/2.jpg" border="0">

    I'm able to reproduce this result consistently with my device and across all the available location requesting methods within the Geolocation function. I'm uncertain why Google Maps is able to call a more accurate position than my own application.

    What could I be doing wrong? Or is this a limitation of the function itself?

    Here's a link to my project file.

    Here's the application online.

  • Just a basic 'game' I made for my friend's birthday last weekend. I spent about 30 hours, mostly as an experiment and drive to see what I could do with Construct (still a lot to learn!).

    http://meet.reeseminole.com

    You click on him and he does various things relating to or idiosyncratic to his personality. I was able to pull the voice data from our Voxer conversations without his prior knowledge for use in the game.

    It was a blast making it, and I enjoyed the result, even if it's a bit simple and straightforward. There are ten randomized responses in all. The dream sequence one was the most time consuming, and I was never able to get the rope on the statue right, and settled for sticks instead.

  • I'm attempting to build my first game using Construct 2. Currently, players will interact with a physical robot hosted in a public space. Initially, he will appear asleep, but touching any of his inputs will wake him up and start the game.

    I'm having trouble understanding some basic variable mechanics to allow me to guide the conversation linearly or otherwise.

    Currently, I'm using a global variable "Step" to indicate where they are in the conversation. I'm using another variable "Keyword" which is triggered when the correct response is given. By default Keyword is set to -1 and each Step sets Keyword to find(PlayerSpeech.text,"triggerword"). Although, I'm having trouble allowing multiple keywords/triggerwords to jump the next interaction, or I'm not understanding how the find function works exactly.

    For example, after pressing a key to wake him up, the player will need to say his name for him to respond. His name, "Berty", is not a common word and can be parsed a variety of ways (e.g. Liberty, pretty, 30, ect.). I need to have a way for each instance which is close to it to nudge the Keyword variable out of it's false state. I can effectively do this when only one Keyword is listed, but nothing is happening when I attempt to list multiple.

    How can I do this? Or is there a better way entirely?

    Here's a link to my project file.

  • I've used Phonegap, AppMobi, & CocoonJS. The CocooJS backend and compiling process is awesome and I much prefer it over AppMobi.

    That said, I've been figuratively banging my head against the wall for three months attempting to allow it to detect an external device input.

    Some background on my project: I'm building a small robot with an internal MakeyMakey and Nexus 7 to act as an interactive transmedia adventure piece.

    I'm using Construct 2 as the base for the player interactions and the MakeyMakey allows them to control the robot using conductive sensors in his hands, feet, and nipples.

    I'm able to pass the input commands from the MakeyMakey through generic HTML 5 viewers, but anything more complicated than pong and there is a significant slowdown and drop in frame rate making it unworkable

    I've posted on the AppMobi, Ludei, Construct, MakeyMakey, Android, and StackOverflow forums, but found no feasible work-arounds.

    Recently, I've wrangled a programmer and even attempted compiling my own binary scripts to force input taps and keycodes at the shell level directly, but they simply don't make it through to the CocoonJS game.

    I would PAY to have this implemented, or a real solution found, but I've consistently hit a dead end and Ludei has indicated they have no ETA on the addition of external input support.

    I'm not sure what else to do yet, just needed to vent a bit. :/

    TL;DR CocoonJS Delivers. Please, tell them to add support for external inputs.

  • I've been testing my first game with CocoonJS and Android. The results are fantastic, and the entire process is very intuitive.

    Unfortunately, they do not currently support keyboard input on touch screen devices. I'm creating a custom interface that is part of my game, but won't be able to use the external inputs yet.

    This is probably on their list, but I'm not sure how far out it is.

  • I'm interesting in creating a lightning effects for some arcs being cast off of a portal in my game.

    All the tutorials and examples I've found are from Construt 1 and use .cap files. What's the best way to accomplish this in Construct 2?

    I'm also willing to download some effect software and make it myself, if anyone has any suggestions.

    Cheers!

    Rezl

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Resslx

Member since 6 Sep, 2012

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