appchogie's Recent Forum Activity

  • My name is Keith and I am a Sergeant in the British Army. I have always been a keen gamer and in my spare time I started a small game studio called AppChogie Games. I have been developing software and games since I was 12 (20 years) and started on the BBC micro moving into the 1st real mobile space coding for the Psion series pocket books. Since moved on to Nintendo DS then finally found iOS / Android and such like.

    I have recently came across C2 and absolutely love it. I have decided to build a game called Undead Fred that I first started on iOS but never finished due to deployment to Afghanistan. I have all the assets so it seemed a good place to go start, I have been using C2 for two days now and already I have the game about 20% completed. (I will post a video etc soon)

    I look forward to sharing my experiences with you and and helping in anyway that I can.

    Kind Regards

    Keith

    I have a website and youtube channel.

    appchogie dot com (I dont have the rights yet to post a link)

    youtube/appchogie

  • Oh and by the way Airscape is amazing! I don't wish to teach you how to suck eggs! as you are clearly a talented developer. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • When I was coding for iPhone with Xcode or even in Gamesalad I had my artist make all artwork to the power of 2, so it could be upscaled. However even when we was making for a 960x640 or even older 320x480 all of our vector work was created at much higher scales. This allowed you to easy put a build out for 4s, 5 and iPad without too much work.

    In C2 I have been testing (and I am a noob at c2) but it has familiar elements that I have grasped rather fast. I have been looking at the resolution and aspect ratio. So a game made at 1280x720 is native 720p and will look perfect on all screen in the 16:9 ratio but letterbox on a 4:3 even at high resolutions like 1680x1050.

    So targeting a aspect ratio is easier then a set resolution, and the stance we have taken is most devices be it smartphones or tablets adopt funny resolutions but tend to be 16:9 widescreen ratio.

    A simple test sheet would be to draw a background image with the corners highlighted and test it across multiple devices and browsers. This will show you if the image fits and if the aspect ratio is correct and does not distort the image. Don't forget that just because it fits it may not look correct.

    I hope that helps a little. If you require ill post a test .capx that will assist you as discussed.

    Keith

  • jayderyu your right I did mate, I replied via my mobile phone and just glanced at it.

    deerob4 One way you could do it is to have a event sheet called "music" code the event sheet to access the music/sound you want,and on each layout "include event sheet". The music will continue to play.

  • Add an event that stops the sound right after the event that changes layout. Then in the new layout just start a new sound file playing. If your still stuck send me a reply and ill make it and sent you a link.

    Keith

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  • Does that sound like something that the free edition could limit? I read that it only allows 100 events.

  • Burvey please message me your email and ill send you the file via dropbox. I don't really want everyone having it.

  • SOLVED!!

    It is due to the restriction of triggers on the free edition. With keyboard, touch and joypad I am using too many. If I disable some other it works.

    The fix is for me to purchase a licence! lol

    Thanks for all the help.

  • Burvey,

    Thanks for taking the time to look at this for me, however your example is the way I originally coded it.

    Your example does work with my gamepad, but for some reason not in my game?

    Thanks

    Keith

  • dpyellow thanks for the reply. I have tried that mate with no luck.

    Thanks

    Keith

  • Update:

    I have updated to the new beta build this morning.

    So after alot of trial and error trying different ways to trick the buttons, I made a diagnostic live event sheet for the XBOX 360 wired controller. This enabled me to see if in fact the gamepad buttons were accepting the button presses even tho nothing is happening on screen.

    The short answer is YES they are working, so that in mind I tried the normal code again.

    Gamepad: Gamepad 0 Button X is down: Fred : Set Animation to "FredStrike" (Play from begining)

    With this method the gamepad reacts on the X button however only plays the 1st frame of animation again?

    Has anyone got a working file that could help me with this. I have emailed the C2 devs and hope this is an error as it is driving me mad!

    Thanks

    Keith

  • I still cant find away of getting the other buttons (X, Y, B) mapped correctly apart from the "Simulated" L/R and A.

    I have played other people's games on the Arcade that have it working?

    Please point me in the right direction.

    Thank you

    Keith

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appchogie

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