brunopalermo's Recent Forum Activity

  • Yeha. I've seem some old posts talking about CocoonJs, but since they suggest Cordova CLI at Ouya's dev page, I thought it would be wiser to follow their suggestion. :/

  • Hi everyone!

    I know Ouya is a long dead platform, but I just started playing with it out of curiosity and I'm having some trouble exporting for it. So, if anyone here has ever managed to do it, I'd love to get some pointers.

    Right now I'm using the Virtual Controller example, by the Ouya team, as a hello world. After much trouble I managed to run it on the console but I'm having a problem: the controller buttons are not recognized. When I try the thumbstick or the d-pad the screen kinda moves, which was not supposed to happen, like if I was browsing it as a page. Also, buttons retain their basic interface functions, so, if I press the A button, it leaves the application. Also, the plugin initialization routine doesn't return anything, nor success neither failure.

    I'm exporting the app as a HTML5 page and packaging it using Cordova CLI. Here are the steps I'm taking:

    • Create a folder using cordova create;
    • Adding android using cordova platform add;
    • Adding the SDK using cordova plugin add;
    • Running the app using cordova run.

    If anyone can point out any courses of action or let me know what I'm doing wrong, it would be amazing.

    Sorry for the long post and thank you in advance.

    Cheers,

  • Sorry to revive such an old post, but I've been doing some testing on this trying to come up with a compass and it seems to me the alpha value is relative, not absolute. That is, it shows the rotation in relation to an arbitrary point set, aparently, when the call is first made and not the the actual North itself.

    Am I right? Is there any way to get the absolute North in Construct?

    Thanks in advance.

  • I would use sine behavior for that. Either for X or for value only and using the values.

  • You could use the "On animation ended" condition for that.

  • Also, if you have a variable undetermined number of cards, you might have an array for the table and push the card used to its front or back.

    Every hand you would do something like this:

    tableCards array set size to 0,1,1
    
    on card clicked
        if tableCards.Width % 2 = 0 | tableCards push cardId on FRONT
        else                         | tableCards push cardId on BACK
    
    redraw table
    [/code:1cvd5i72]
    
    Hope this helps. Cheers!
  • I just tested our friend's example.

    But if I put random (0,100) and the first result is 56 per example, only numbers will be generated below that, I lose the rest of the numbers.

    Yeah, but the 56 itself is random... It's just an anchor from which all numbers are created. You're not "losing" anything, it's just that randomness picked them out that time.

    bruno's example would fail if z ended up being 0. Also it could still give three consecutive numbers.

    You're right, I missed that. Sorry.

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  • Ok...

    Let's say you want three non-consecutive numbers between 0 and 99.

    You could try something like this:

    z = random(100)
    y = random (z - 1))
    x = random(y - 1)
    [/code:jjh1mz0u]
    
    This will return a sequence in which z>y>x, that is, they're in ascending order from x to z.
    
    Hope this helps. Cheers!
  • Is there a specific range? Also, is the offset always 1?

  • Hey Klarner

    Not sure if you're talking about the ricochet effect itself or the visual effect of the bullet tracing... If it's the ricochet, the bullet behavior does that for you if you select Bounc off solid objects. Here's an example:

    https://www.dropbox.com/s/uw9glaiu6zorz ... .capx?dl=1

    If it's the visual effect, there are a few possible approaches: particles, creating "breadcrumbs behind your bullet or even using a line for the bullet instead of a dot.

    Hope this helps. Cheers!

  • marceloborghi,

    It seems it's you who's not getting what she said, actually. As far as I understood, she already has an API KEY, she just doesn't want to share it here, so she used a wildcard for the purpose of posting her question. No big.

    Can you share a capx, irina? As far as I can see it should be working fine.

    Cheers!

  • So I wanted to do a pac man maze and at first I thought to draw over one with a tilemap and then give the solid behavior to the walls but it's quite a pita since it's hard to keep the same proportions of the original. Then I found this tutorial for Unity where he adds multiple collision boxes on the same maze. How would you do it on C2?

    https://noobtuts.com/unity/2d-pacman-game

    You can do the same in Construct 2. You create a sprite for colision box, set its initial visibility to invisible and position like in teh Unity tutorial.

    That said, I, myself, would go for a tileset approach. I believe its better.

    Cheers!

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brunopalermo

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