Boony's Recent Forum Activity

  • I tried it out on my iPad with Safari and I'm having the same issues as AllanR. I can shoot, but I can't move. Works great in Chrome for PC.

    I like the duel joystick idea and the idea to create the joystick on touch. Might be cool to allow the player to adjust a location of a fixed joystick on the screen and change it's opacity.

  • I'm working on an helicopter game and I need more than 8 directions because the player needs to avoid fast moving missiles and obstacles, but I think your thumbstick controls work great for 8 directions movement.

  • jayderyu

    Thanks for sharing the information about Drag & Drop controls. It's good to know. How long ago did Ashley make that suggestion? Maybe the issue with Drag & Drop was fixed since then? It seems to work fine for me, but I don't keep a lot of folders.

    And thanks a ton for the touch control fix! I don't think I would have figured out the deadzone issue on my own.

  • emoaeden

    Thank you. I appreciate you sharing your file with me, but I need for the player to move at angles. After the better part of the day, I wasn't able to fix the analog stick controls, but I did manage to make my drag and drop idea work. I found a way to do it in 3 events. I think with a little more tinkering, I can make it better. Here's the file for anyone who might be interested.

    Touch Controls using Drag and Drop:

    https://www.dropbox.com/s/yp4n0seg874zeee/DragAndDropTouchControls.capx

  • I'm having trouble with a touch analog stick for 8 direction movement. No matter what I try I can't get the player sprite to move true Left, Right, Up or Down. The player always moves at an angle like in an isometric game.

    I followed Jason Jarvis' tutorial on touch analog sticks, experimented with his examples and added some events for 8direction movement. Here's what it looks like:

    <img src="https://www.dropbox.com/s/rxpccmq7ifayp9t/joystickTrouble.png" border="0">

    Image

    I added the stuff below the red line. It works, but not the way it is suppose to work. Can someone help me with a solution?

    I was also wondering if it was possible to use drag and drop instead, but fix it where you can drag and drop anywhere on the screen and not just solely on the player sprite to move the player sprite around. Maybe place a tiled image covering the entire screen and have that connected somehow to the player with a drag and drop behavior and have the tiled sprite box reset to the center of the screen with not in touch, but not resetting the position of the player to the center along with it? I think the accuracy of drag and drop would be ideal for touch controls, if all possible.

  • R0J0hound

    Thank you. That works in the example I posted, but not in my actual game file. Hmmmm... Something must be conflicting with it, but now that I know it should work, I'll be able to figure it out.

    Thanks again, Fidasx and R0Johound. I appreciate you taking the time to help.

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  • Fidasx

    Thank you. That works great for the bounce, but I can't use the solid behavior because of what I have planned for the player. The player can't be obstructed by the solid crates. I tried toggling the solid behavior on and off for when the player overlaps the crate, but then if the player is overlapping the crate and the solid behavior is disabled, the rock doesn't bounce.

    I searched the forums and manual and there doesn't seem to be a way to make solids conditional. If that option was available, this would be a great solution. I think my best option is to find a way to fake the bounce without solids and physics.

    Sorry, forgot to mention the thing about solids in my initial post.

  • I'm having trouble creating a smooth bounce using bullet behaviors. I can make the sprite bounce, but it's very abrupt and it's not exactly how I want it to look. I would like to find a way to make it ease in and out better. I'm using bullet behaviors because I'd like to avoid using physics, if all possible.

    Here's the file I'm working on.

    BulletBounce

    Does any have any ideas to help me along?

  • I see the mod's point of view. It can be taken as baiting an argument.

    A conversation about prices will anger most people. People who are cheap and don't want to pay full price will argue the price and cheaper alternatives, and people who are loyal to GM will defend the quality of the product and price. An experienced mod would see that coming a mile away.

    You don't really need a response from YoYo Games to get the answer your looking for. If you want to compare prices of game engines, just do a quick search online.

    Please note that some mods not employees of the company and might just be responsible community members who volunteered. If you really want a response from YoYo Games, you should contact them directly.

  • haha. I think I will before I really mess things up.

    ...Well, maybe twenty minutes more. <img src="smileys/smiley36.gif" border="0" align="middle" />

    Making games is addicting.

  • Thanks. I did try that and it does work. I figured out my real problem was a conflicting event I disabled a long time ago, but must have toggled it on by mistake when I enabled the group it was in.

    No sleep = tunnel vision.

  • That's definitely an advantage for GameMaker.

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Boony

Member since 3 Nov, 2013

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