Excal's Recent Forum Activity

  • I'm still convinced the touch system in C2 is bugged. I have yet to see a demo with multiple touches that use TouchID instead of TouchIndex work. In particular, I've looked through the Creations forum and didn't find a single multitouch dual-analog game, so it could be that I'm trying something others haven't with C2 yet.

    If someone can take a look at the .capx file, that would be awesome. The link on the first page is the updated link, but for anyone else: SpaceGame.capx

  • Alright, I've switched to using CustomMovement behavior. It seems to be mostly working now (link is updated).

    However, what's with the fire rate of Turret? It seems to fire really randomly and not according to my set fire rate except in a head-on angle.

  • Wait, what? I said touchindex doesn't work for this. You can't use touchindex for analog sticks.

    TouchIndex is used if touch positions don't matter, but instead the number of touches matter.

    In my game, only two touches will matter: a touch on the left and the touch on the right. Beyond two touches, nothing should happen. This makes TouchIndex less useful than TouchID, which according to jayderu is what you have to use.

  • I checked out your solution and I'm a bit confused.

    It uses TouchIndex, which doesn't really solve my problem. You have to use TouchIDs to handle simultaneous touches.

    When I touch the right side of the screen, the debug says the first touch is on the left, which is incorrect.

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  • EDIT: Nevermind

  • I guess one of my issues is that as soon as the enemy is outside 'close range', when I set the bullet angle of motion back toward the player, this causes the speed of the enemy to instantly change. There is no acceleration that slows the enemy ship down and then causes it to move towards the player - it just magically changes motion.

    Should I be using CustomMovement for this instead of Bullet?

  • I need some help. I'm trying to create an AI that closes in on the player, then backs away after a certain distance. The idea is to create an AI that rushes the player, then goes off to the side while still shooting (strafing).

    <img src="http://i.imgur.com/xDcqr9d.png" border="0">

    For those checking the .capx:

    -CloseRange is the range in which the AI should be close to the player and needs to start moving away.

    -Right now I'm only testing to try to get it work for the player. The AI currently does not detect asteroids and account for them.

    -Please test using keyboard only, since touch controls are not working properly at the moment.

    SpaceGame.capx

  • You are likely to experience quality loss by scaling up. Imo, it's better to develop for a large 16:9 aspect ratio and then have C2 scale down.

  • For anyone else who might be able to help, I'm still not able to get both touches working. When the second touch happens, things go wrong.

    SpaceGame.capx

  • philx

    Can you share your .capx?

  • Another tip on the AI: You can fake it a bit with a trail behind the enemy as well. Use angles to avoid the enemy as you stated, but create an invisible trail of 3-5 invisible sprite dots behind the enemy. If spots are seen, the AI can go to them and follow each one towards the first, making it seems like it's following. Then, once the angle is right, the AI shoots. ;)

    This seems a bit inefficient. If the angle >= 90, just mark the player's current position as soon as you go into the Move state and have the AI pathfind to that spot.

  • philx

    I'm doing the same thing, except without the object in order to save memory.

    Mine detects whether they've touched the left or right side of the screen:

    Touch.X > ViewportRight("TouchInterface")/2 and Touch.X < ViewportRight("TouchInterface")/2

    However, I'm having issues when both the left and right are touched at the same time. Namely, the second touch ID reverts back to -1 almost immediately.

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Excal

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