Masai's Recent Forum Activity

  • Does MoveToward Touch.X,Touch.Y not force it to move in the direction of a swipe?

    I'm possibly doing something wrong, but when entering that expression, it's saying that MoveToward doesn't even exist, and there are syntax errors with Touch.X,Touch.Y due to the comma. I'm relatively new to using expressions, so forgive me if this is something simple that I missed. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • One way would be to save the coordinates at the beginning and the end of of the touch, and then calculate the angle of the resulting vector. Problem is this only works for one clean swipe. For long, continuous gestures with changes of direction without releasing the touch, you'd need to repeat the above action periodically. Like every 500ms or every second, get the current touch coordinates, calculate the vector using the previously saved coordinates, rotate you sprite, update those said previous coordinates with the current one, and repeat until the touch is released.

    In order to get a clean rotation and not a jittery animation, you could use the Rotate Toward Angle action instead of Set Angle

    This was one of my first approaches. I tried recording the X values and Y values then calculating that difference based on the end of the swipe, but as you said, it would be a periodic change where you would have to let go of the touch. In my specific case, this involves not releasing the touch at all, so it has to be fluent and smooth. I used Rotate Toward Angle and it still seems to be producing an undesired look. :( Thanks for the help :)

  • How about by using the bullet behavior and Touch.AngleAt

    https://www.dropbox.com/s/7n9qtf2y0qhw1po/moveto-touch.capx

    Thanks for the reply. This doesn't appear to be exactly what I want however. During the touch, the sprite appears jittery and seems to follow along a given axis, meaning that it only rotates around a specific point. I want it to mirror the movements of a touch swipe regardless of its position on screen. The bullet effect didn't do this, so I tried working with the Touch.AngleAt(0) command and it appeared to give the same, undesired effect. I'm still trying to figure out ways to smoothly simulate the mirrored motion of a touch swipe, but thanks for your help :) It definitely pointed me in the right direction.

  • Hey guys! I'm trying to figure out how to make a sprite's direction follow the direction of touch swipes. For example, if I swipe my finger diagonally, I want the direction of the sprite to shift diagonally in that specific direction. Similarly, if I swipe down I want the sprite's position to rotate into a downward position. I've experimented around with 8 Direction Movement and Custom Movement, but I haven't really come up with anything.. Does anyone have any tips?

  • Hey guys, I've been working on developing apps for several months now and I'm interested in getting a long term team together to develop them. I currently have numerous ideas for mobile games, several of which are already thoroughly planned out and sketched. I'd like to team up with at least one developer and graphic artist / animator.

    I'm primarily a graphic artist and animator, so I don't enjoy programming too much, nor am I extremely effective at it. However, I enjoy the full development of games, including character design, story boarding, level design, user interface design, concept art, animation, etc.

    If anyone is interested, I'm nearly done developing my first app in Construct, so gaining a collaborative effort at the moment would be extremely beneficial and a great, quick way to start!

    Feel free to inbox me for details.

  • Do the tips in scirra.com/tutorials/593/windows-phone-games-with-construct-2 help?

    I've actually been working with this tutorial. Things seem to be functioning smoothly now. Thank you <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Nope, no code was removed. I simply moved several event sheets which were inside sub folders outside of their sub folders.

  • To expand on my issue, I've been developing this game for a little over 2 months. A few days ago I exported it to Windows Phone 8 and began the submission process to the Windows Phone 8 app marketplace only to receive a message saying that the certification of my app failed. This was due to the app presenting a blank screen when tested on Windows Phone devices, however, the app ran perfectly well when using Construct's tester. Does anyone have any idea how to fix this? I've been really frustrated over it. Getting a black screen is a huge slap in the face for ungodly hours spent working on my game.

    [Update]

    After 3 hours of troubleshooting I got the black screen of death to disappear and my app was "functional" The only thing I had to do was remove all of my event sheets from their sub group files in the Construct project. However, the quality of every graphic has been drastically reduced when tested on the Windows emulator, and my sound files aren't playing correctly. On top of that my button functions are sticky and are hardly able to be pressed. I need some form of helpful input here or I'll need to try finding another program to develop apps with.

  • Link to .capx file (required!):

    http://<iframe src="https://skydrive.live.com/embed?cid=E196EE46E8EF5EA8&resid=E196EE46E8EF5EA8%216401&authkey=AEImd90Z7km-nL0" width="98" height="120" frameborder="0" scrolling="no"></iframe>

    Steps to reproduce:

    1. Exported to Windows Phone 8

    2. Opened and previewed in Visual Studio 2012 for Windows Phone 8

    3. Opened and previewed in Construct 2's previewer

    Observed result:

    No issue with the Construct previewer

    Black screen when previewed and deployed to Windows Phone 8

    Expected result:

    I would expect the program to function in both Construct 2's previewer and in Windows Phone 8's.

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Windows 8 Pro

    Construct 2 version:

        Release 139 (64-bit/Steam)

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/22406377/spil/PizzaBrain-0.65.capx

    Steps to reproduce:

    1. Exported the project both for CocoonJs and XDK

    2. BLACK SCREEN in both export

    3. No problem in preview ..

    Observed result:

    Exported for Cocoonjs..and worked in older C2 version 137

    this is debug from CocoonJS

    <img src="https://dl.dropboxusercontent.com/u/22406377/spil/2013-07-13_17-24-47.jpg" border="0" />

    Expected result:

    Black screen in both Cocoonjs and XDK

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Works in above browsers

    Operating system & service pack:

    XP - sp3

    Construct 2 version:

    138.2

        

    I've been having a very similar issue. I've been developing a game for a little over two months and in the past few days have attempted exporting it to the Windows Phone 8 App marketplace, all to no avail. The app runs perfectly fine in the preview browser, but as soon as I test it in Windows 8's SDK it shows only a black screen? Can anyone help? Really frustrated on this.

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Masai

Member since 15 Aug, 2013

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