Hogosha's Recent Forum Activity

  • Ok got in very tricky please list the controls cause nothing tell me what to do. I can go up and down but how do I fire.

    If you let the title screen sit still for 15 seconds, a tutorial pops up. You hit both buttons at the same time to fire.

    Not having much luck with it still. I'll try some more today and see if I can't find something by searching again. Thanks for the help anyway, hope something works soon.

  • I'll probably change that eventually, but the "hold W+S and up+down to start" thing is more of a benchmark to make sure your keyboard can handle holding 4 keys at once. Some can't. I put in an alternate mode for that using Ctrl+Shift instead of W+S, gets around the key limit on a lot of keyboards.

    (Edit - Both players need to be holding both keys to start. Also, it's local 1v1 only. No AI.)

  • A bit about my game: It's a competitive shoot-em-up (shmup) where the goal is to either shoot each other or shoot crystals that will shoot your opponent when shot and claimed. The basic game is done (and on the web! http://games.virtuallycompetent.com/crystalcontrol/ ), and right now I'm working on a patch to allow players to pick different styles for each character that change things like their movement speed, charge times, bullet speeds, etc.

    The problem is that I can't seem to change bullet speeds with any sort of consistency. My ideal situation would be to set a variable to a certain number based on what the user picks (i.e. if they pick "Balanced" it sets global variable "L1BulletSpeed" to 300, whereas if they pick "Speed" it sets that same variable to 500) and then that variable gets plugged into the Bullet Speed part of the Bullet behavior for object "L1Bullet" at the start of the next layout. If there's a way to do this, I'm all ears.

    As of right now, putting a "change bullet speed" event right after the spawning of a bullet isn't doing any good, even though I have success with changing the angle of bullets when needed. Please help, and thank you.

  • Anyone tried using this export feature with OUYA ?

    Just did. It won't recognize the gamepad at all. Not sure if there's a plug-in that fixes this (I JUST started messing with CS2 a couple weeks ago and JUST bought the full version Saturday).

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  • I'm having the same problem, unfortunately. This comes up with both the Ouya controller and with 360 wireless controllers (via wireless adapter) on the Ouya.

    Edit: Found someone with the same problem on Ludei's forum, so I made a simple test just to prove I'm not crazy.

    Here is the Construct2 file (if you need to check my work): dropbox.com/s/odd4s6j2plvqazh/buttonholdtest.capx

    Here is the zip file after exported using CocoonJS: dropbox.com/s/dqvq9mno49jj523/buttonholdtest.zip

    And here is the debug apk used for Ouya: dropbox.com/s/rwu5pm2333a88ro/ButtonHoldTest_2014_01_26-17_46_50_Ouya_debug_signed.apk

  • (I apologize if this is covered in another Android-related thread. New to this.)

    I just put a prototype of a game I'm developing on my Ouya. It only uses two buttons. One function is to hit both buttons to shoot a small laser, and another involves holding both buttons to charge up for a more powerful shot. This works on my PC (using either the keyboard or gamepads), but when I used CocoonJS and threw the game on the Ouya any instance of holding both buttons caused them to rapid-fire.

    Has anyone else had this problem? And, if so, is there a way to get around it?

    Thanks.

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Hogosha

Member since 25 Jan, 2014

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