VIKINGS's Recent Forum Activity

  • I think you're confusing animations with movement lilvee1989 . What you want to do is use on key pressed(if you're making a game for pc) or on touch(if you make for mobiles).

    So in your case it would be something like

    Event: on left arrow pressed

    action: set basketball position to (basketball.x-20, basketball.y)

    Event: on right arrow pressed

    action: set basketball position to (basketball.x+20, basketball.y)

    Modify the 20 to whatever you want, depending on how far you want the ball to move. Hope that helps, if you have anymore questions let us know.

  • Hello World,

    So I'm working at the menu and I have 2 ways to design it from what I can figure, but I'm not sure which is the best way to go. Can you guys please give me the pros and cons of each?

    Option 1:

    The game loads and the first menu layout appears. It has some buttons let's say "start game", "options", "credits", "quit" etc. If you press start game you are taken to a new layout that has other buttons(level 1, level 2, back, etc.) you get the idea, almost each button you press takes you to another layout that has it's own buttons and you just keep going from layout to layout. All buttons, images, etc. are positioned by me in advance.

    Option 2:

    Only 1 layout for the menu, all buttons, images, etc. are placed somewhere out of view from the begining and I just use create/delete events to draw the buttons when and where I need them. For example when the game loads I have event on start of layout create object "start game"(at pos x,y), create object "options", etc. If you press start game then I have event delete object "start game", delete object "options", etc. and event create object level 1, create level 2.... You get the idea, right?

    I'm sure the are better ways to design your game and I'll proly learn them in time, for now I'd appreciate it if you just help me choose between these 2 guys as there already is a lot of info swirling around inside my head and too much more would just confuse me. And I hate being confused.

    If I didn't explain things well enough please let me know and I'll try to be clearer.

    Thank you all very much.

  • I know that Ashley , which is why the first thing I did after reading it was to ask if that problem was still current. And because of how I formulated my question(there where some things I didn't understand back then that I get now, I'd rather not go into details) someone answered yes and it just stuck with me ever since. :faceplam:

    Anyway, thanks once again for your help guys.

  • 1. Great, thank you very much Ashley

    2. Here is one of the topics I read at that time and where I got the idea from.

    But after reading it again now it seems that they where talking about older versions of iOS, forgot about that.

  • 1. I don't think you understand vagaev, the game already is a cocoonjs project. My question is can I export it as PhoneGap and have it run without problems and have everything working? Or do I have to create a "new empty project", rebuild the game, and then export it as phonegap?

    2. Glad to hear it, thanks.

  • Hello World,

    I have 2 questions concerning the news in the iOS 8 blog post.

    1. If I remember correctly when I created my game I choose "New cocoonjs project"(thats one of the options the C2 version had at the time), now that my game is almost done if I choose the PhoneGap option when I export it will everything work ok? Please don't tell me I have to start a new blank project and build my game all over again...

    2. All the framerate improvements the blog post talks about are all fine and dandy, but has there been any work done on the audio side? When I started my game I remember reading a few topics about the fact that the safari browser can't play 2 sounds at the same time. Think Mario, background music + sound when you pick up coins. Is that possible now?

    Thank you very much guys.

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  • Sigh, guess I have no choice then but to leave it in and hope that most people that end up playing it won't notice/won't be bothered by it..

    Oh well, thank you for trying to help guys.

  • K, I made your capx work eli0s and it seems to work pretty much the same, still has some... I guess micro stutter is what you would call it?

    I'm using Waterfox, a 64-bit browser to preview the game, if that matters. And I olso created a new Template: Auto-runner just to test, and that one works fine.

  • eli0s The playerbox object and the character object are on the same layer(a 100,100 parallax layer) and as far as I can tell they don't cross over.

    I don't have any residual srollx code or any forgotten scroll to behavior.

    I can't check your capx at the moment because I have version 178 and your capx was made with v 180+ so it won't load it. And sorry, but I'm not upgrading to beta versions.

    Any other info you need let me know please.

  • As a matter of fact Elios I do have different layers and one of them does have a different parallax value. The sky layer has 50,50 parallax the others have 100,100, I did that tho give the illusion of the sky being far away .

  • Can't post a capx at this point eli0s, too far into development. The events look exactly like I wrote them there, here I'll post a screenshot of em.

    The scroll to behavior didn't work with the rest of the game DUTOIT thats why I ended up with move forward and scroll to position every tick.

    The forth event is disabled while I was testing the pin behavior that someone mentioned a few posts above. Doesn't matter if I use pin to or set position, the game behaves the same. I'll probably stick with the pin to as I'm guessing it takes a bit less processing power?

  • All of those questions can be answered if you read my first few posts DUTOIT .

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VIKINGS

Member since 13 Feb, 2014

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