philx's Recent Forum Activity

  • mh i have no idea how much memory is used by the invisible sprites. but here's a little preview. test it on a touch device and see that the version with invisible sprites works finde.

    googledrive.com/host/0B7m-eoWIKsSMeVNlVzBzMTdFanM/index.html

  • aah lol i missunderstood your problem a bit. but i really DO have the solution to your problem. in my game there are 4joysticks and 4players and they can be used all at the same time so 4 fingers are touching the screen and the every joystick responds to the appropriate touch input.

    how i did this:

    i made a invisible layer at the top called "subdivision". in that layer i devided the screen into 4 rectangles called "tracker1" ,2,3 and 4.

    now i have global variables calld touchID_player1,2,3 and 4 and an event like touch is overlapping tracker1 -> store touchID in variable touchID_player1.

    i can send you a capx. as soon as i get on my desktop computer if you want to.

    ps: maybie ill make a tutorial on that in near future.

  • when i was young i played a space shooter called Tyrian on my laptop. the sprites of this game are now remastered and free.

    lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html

    BUT i suggest you to start with colored squares and replace them with images when the game is finished.

  • ps:

    scirra.com/manual/131/common-conditions

    here's the manual entry about the pick nearest condition.

  • there is an action or condition built-in in C2 called "pick nearest" but i havent worked with it yet.

    try to search here in the forum section i'm sure you will find a tutorial or a solved thread how to pick the nearest sprite since this is a very frequently asked question.

    is the player able to rotate the wall by himself in-game?

  • hi. i guess this is going to be a mobile platform game, isn't it?

    i'm working on a mobile platform game with joysticks too. in my case there are 4 players on the screen which are each controlled by the appropriate joystick. i chose another version of creakting touch input joysticks. (i could send you a capx tomorrow). my problem is: everything seems to work quite well until i test the game with cocoonJS launcher on my iPad. the joysticks sometimes start jiggling and shaking. i am just not confident with the result of the touch input.

    have you tested yours yet? is it working fine?

  • why dont you try to use the pathfinder behaviour to move your turret. simply add the touch.x and touch.y as the target. then on path found -> move along path.

    try if that works. else you gotta provide a capx or at least a live demo.

  • i tried to use it with the cocoonjs launcher for iOS on my iPad but i got an 404 Error. something like "URL not reachable". Your link seems dead because i can neither open it in my browser.

    if you wantme to test your game re-upload that and comment with philx

  • what exactly do you mean by "magic of Ejecta"? could you tell me more? because i'm making a game for iPad devices and i too got some issues with performance.

  • Excal

    I neither want C2 to move to 3D but if you choose Unity for example what's the point to use CocoonJS 3D then? to play unity games in a browser or what?

  • Hey Guys

    Ludei recently released information about his 3D wrapper.

    3d.ludei.com

    I cant really imagine creating 3D games with HTML5 though .. What Developer Environment would I use then? I guess C2 is not designed t create such things.

    Have any of you tried something in this direction yet?

    Greetings!

    Phil

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  • mh i guess the impulse of the second object falling on the upwards part of the catapult is too weak. have you played around with Friction and Density? i would either try to give it some sort of a mass. or you could make a force or an impulse to the catapult in direction of the first object as soon as the second object is on collision with the catapult.

    could you provide a LIVE Demo or a capx?

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philx

Member since 27 Jan, 2013

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