Pantaloons's Recent Forum Activity

  • Thanks that would be very helpful :)

  • Thanks for the reply :)

  • Bump,

    Anyone, please?

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ashley, not sure if you could help me with this? I'm guessing it was either Tom or yourself who wrote the example.

    I was wondering if it may have something to do with scaling? The original layout is 640, 360. When I run it through the CocoonJS launcher, I display it in a 800, 400 screen. The function used to create new blocks uses Layout.Height and .Width to create / position new blocks.

    I'm still very new to C2, but could that be the problem. and if so, how could I re-code the example to prevent this. I have already tried Window.Height and .Width, but that made it do all sorts of strange things!

    Thanks very much for any advice.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi all,

    I've been trying out C2's built in example runner game. The example seems to work well in the browser and the windows phone emulator, but when I export for cocoonjs it starts to behave strangely.

    If you play the game for a short while (2-3 mins), you'll notice that platforms are sometimes placed in mid-air, and these mid-air platforms lose their solid behavior towards the end. These platforms also tend to disappear before they have completely left the layout.

    (Note: You may have to be patient, as it doesn't happen all of the time, however even a few times would be enough to spoil an otherwise decent game! Also, if you allow the player to die a few times, it helps to bring on this behavior faster).

    Does anyone know why this might be happening, and how I could fix it?

    Oh, I changed the fullscreen option from 'letterbox scale' to 'scale' (not sure if that matters!)

    Thanks everyone, any help would be appreciated.

    RunnerTest.capx

    PS, I've attached the capx, but it's just the example found as an option in the new project list.

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  • Hi chrisbrobs,

    I'd love to take a look at your example capx, but I'm getting a 404 error. Could you upload again please?

    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • thehen, that's great news, I look forward to the new release.

    Is the jQuery reference something I can fix on my end, or will it be updated in the next release?

  • Superb plugin thehen, good job!

    I tried your example (in r116) and it worked fantastically!

    Is there any chance you'll be supporting later builds of C2. I've done soooo much work on my project since r116, that it'd be very difficult to roll back.

    I ask because I also tried your example in r128.2, but I just get a black screen. Not sure if this is something to do with new C2 version? The VS debugger showed an exception message (see below), and highlighted (**) a line from a function within the "WindowsPhonePluginForConstruct2.Mainpg" code:

            //Back button

            protected override void

            OnBackKeyPress(System.ComponentModel.CancelEventArgs e)

            {

            ** Browser.InvokeScript("eval", "cr.plugins_.windowsphone.prototype.cnds.OnBackTrigger()"); **

                e.Cancel = true;

            }

    <img src="https://dl.dropboxusercontent.com/u/101200636/errormsg2.png" border="0" />

    It'd be a great shame to lose such a fantastic plugin to later builds of C2!

    Keep up the great work!

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  • Thanks Ize, yes I had the same idea a few days ago.

    <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Thanks for the example Ize, I've taken a look and think I get what's happening, and it should help to get me started.

    One further question about the example; what if I wanted the trail to be a solid, rather than a group of dashed lines?

    I guess I could use the same approach (i.e. make solid blocks and place them next to one another on the layout, so that they appear to be joined together).

    But in order for them to reveal smoothly, wouldn't I need to make my solid line from lots of small blocks, and wouldn't that greatly increase the number of sprites on the screen, thereby slowing things up in the game?

    Is there some way I can create one long solid line and just reveal parts of it as my player passes by (so that just the section behind the player is showing)?

    Thanks again, I really appreciate your help.

    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Thanks pixel perfick,

    But I'm still pretty new to C2 and game development, would you be able to elaborate on your advice (perhaps with a simple example)?

    For instance how would you control a smooth line/trail transition i.e. how would you create the illusion of the line/trail growing smoothly behind the player as they move forward to the next level marker?

    Thanks again

  • Hi sosensible, thanks for the reply and apologies for my poor explanation.

    I was hoping to create a menu map similar to the image below (from Zombie Misfits).

    <img src="https://dl.dropboxusercontent.com/u/78057629/world_map.PNG" border="0" />

    My player would go from area to area or level to level, and each time they moved on to the next level, they would leave a trail behind them.

    Hope that helps to make it a little clearer.

    Thanks again for the help.

    <img src="smileys/smiley4.gif" border="0" align="middle" />

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Pantaloons

Member since 25 Feb, 2013

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