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  • ok i did another test here to see if this might be something someone can look at.. the exact same problem is happening in this simple example as my full blown project..

    https://www.dropbox.com/s/7unguiia8x6bz ... e%201.capx

    notice how you you can click the back button but the tracking of these are not consistent.. the project only has this one graphic.. so i don't know what else can be controlled to make it where when i click anywhere inside this button will respond as a click action.. notice the solid color is an alpha blend.. i was thinking maybe 0 alpha pixels click "Through" while solid count, but it doesn't seem to be the case with this example.

    Any insight on this would be super helpful.. i'm working hard to get this done and this is a really silly bug i can't seem to get past having spent a lot of time trying different things to work around it with no luck

    Thanks!

    Caleb

  • the big thing to test is the back button.. everything else is working well.

    i feel like back needs to be clicked a few times..

    the images were not cropped in C2, although I have noticed that if i hightly / drag / move an image over in side of a screen, the touch detection seems to remain with where the source image is..

    in the case of the back button, it's pretty cut and dry. However in a way it does seem to be like that..

    but CampingCarl are you able to click in the middle of the "C" in back and it go back for you? i'm using chrome for my testing.. but i tested in IE11 and it does the same thing..

    Thanks!

    Caleb

  • Hi there,

    I have this project http://part12studios.com/temp/SS15/ i'm working on, but the issue is that the next button clicks great.. it's a png.. it's got alpha channel stuff going on but it seems like i can click any part of it and it triggers..

    now the back button is a mystery.. it doesn't work nearly as well.. it seems very random and inconsistent about where a click counts or doesn't count. I'm just at a loss to understand what' could be going on that would cause such inconsistent click area behavior. i would like the whole png to be clickable..

    click in the middle of the C on the "back" button.. to see what i'm talking about.. yet you can click the black on the K and it does.. and you can click stuff to the left as well.. just seems like things are not sync'd up.. some black can be clicked also and not respond.. very odd.

    perhaps there is some hidden behavior / attribute I haven't come across that can toggle "full detection" vers "only on pixels".

    Thanks!

    Caleb

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  • bump, yes this is exactly what i'm facing.. i have an sound effect that is being called on in many different places. in hindsight i might have been able to make it more modular with layout sheets, but i didn't.

    Thinking about it a little as i was writing this, I think I have an approach that should work.. normally i save files as a capx.. nice and neat.. but its a single file.. not something you can really poke / prod in too much i imagine..

    yes i just tested it and this will do the trick.. simply save the project as "a project". save this in a new folder of whatever name.. in this project folder you'll see that all of the files audio / visual are in there able to be opened and modified.. go in.. fix up the audio tracks (don't change names.. or overwrite the existing ones with different sounds) and then save the project..

    reload that edited project and then go back to saving as capx files and you should be good to go.

  • juannn91 yea we read this but they mean when C2 is running a game in a normal browser.

    In our extensive testing (I'm working with my partner who's a capable HTML5 developer and experience with OSX / Android) he could see very clearly when the game was being loaded using I believe XDK or maybe Ejecta, that EVERYTHING was loading into ram at the start of the app, not scene by scene..

    This is unfortunately probably something that C2 has no control over, once its wrapped in another container system, memory management gets lost in the process.

    Our 2nd project is being made for mobile and going much smoother, although I sill have to watch out for large audio files causing problems. Asside from that our 2nd project which has considerably less content and content optimized for mobile (keeping things in powers of 2 and starting with a 720p screen instead of 1080p)

    So yea our next move is to simply go back and scale down all of the art considerably. this will cause some issues with visual quality, but we're optimistic that on an ipad it will be less noticable than if it were on a 26" monitor.

  • Thank you so much for all of this info and insight!

    I don't want to get into a debate about the viability of the Ouya. It has it's flaws, but I still really like it and believe in what they are trying to accomplish.

    I just wanted to confirm if I can make something for it, sell it and make sure there was some proof that it had in fact been successfully achieved.

    My 5 year old son enjoys the system a lot and I'd like to make a platformer with him sometime and show him the game development process with a console.

    I found and installed Sticky Sticky. That's so cool. I'll definitely reach out to the creator. I wonder if sticky sticky can be updated to include the "buy it now" option they added. I'm sure he's probably moved on to other games by now though.

  • also what about ad services? Does the ouya allow games to have ads? I swear i think i've seen that before somewhere, but if i did it was a rare thing and I would imagine that if it was possible more folks would be implementing it.

  • So by IAP you also mean basic "unlock this game" actions won't work? I could live with not having currency style "coins" style IAP, but yea it would be important to be able to unlock a game.

    So the Cordova plugin you're talking about is an Ouya specific plugin?

    But yea it sounds its totally possible to release a product for Ouya and have it appear on the store, you would simply have to make it 100% free.

    Thanks!

    Caleb

  • Bump, I would really like to know if anyone has a game made by C2 on the Ouya store.

  • ooooooooooooo so that's what that's for. awesome! thanks :)

  • So I have a lot of objects I've imported and each of them needs a number of behaviors added and i've found it's very tedious to go into each one and apply it.

    I realize that cloning carries over things, but the settings are not retained and i guess that's because the object is defined by what's on the stage and a clone doesn't carry over that information since the clone is not on the stage yet..

    Still I just wonder if there is some trick to perhaps assign behaviors through event sheets or some other advanced trick that might make the idea of having to define 20-30 objects each with 3 different behaviors with custom names (Using LiteTween in this case).

    Thanks!

    Caleb

  • Hey I believe i know what you're experiencing. I have a similar thread I as searching for to mark as Solved..

    In the properties of your game in C2, you have various options for letterboxing and so forth. Experiment with those settings to see if you can find something that would work best.

    One of the options is called "Outer Scale" which I believe may provide the desired result.

    So long story short, there are some properties in C2 that will likely influence how Cocoon wraps your game and displays on the screen.

    In my case I didn't want any letterboxing. I wanted the project to go full screen but not stretch and that's where i had to use Scale Outer to get that effect.

    Good luck!

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