Usman Haq's Recent Forum Activity

  • Oh..... Thanks for that.

    Now for the shooting stick.

    I managed to create the shooting stick and have the lasers shoot 360 degrees. I've learned how to set speed and make it so they are at a constant speed and they don't adhere to the shooting control stick position. Only problem is, how do I make the fire rate more controlled? there's a lot of them shooting once the control stick is being dragged.

    https://www.dropbox.com/s/6wk7afjjwreeh ... .capx?dl=0

  • As the others have said, just use another source as a way to share your file.

    I recommend DropBox. It's what most people around here use and it's really simple to upload and share the link to your file!

  • Holy crap. That was fun! For splatter? It could be sprites for the gore and particles for the blood splatter. Particles for the small lava pixels as well, I'm guessing. How the bits of body parts go flying everywhere when the player kill an enemy, it seems to be physics.

    Anyways, these are assumptions. I found it fun.

  • Oh. I meant through what kind of app are you testing it through. For example, I am testing the my game via the CocoonJS Launcher App.

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  • I've never compiled a game with CocoonJS, but have been testing my game via the CocoonJS Launcher App. The performance is great! So try the launcher and see how you like it.

  • Woah, it actually makes the rocket change speed depending on how far the control stick goes. Amazing.

    But one problem. I've applied it to my own project and for some reason it's not working....

    What's wrong?

    https://www.dropbox.com/s/y04zlnylttg2u ... .capx?dl=0

    Also, may I add, I received quite a bit of assistant with the drag and drop stick. Still a beginner here....

    Your right though, this stick is definitely greater in terms of maneuvering the rocket.

  • Well basically, I've come to the conclusion for my game that the player needs weapons! In order to use these weapons in the most efficient manner, they need one stick to move the player and the other to aim/fire the laser. So, it's a lot like Geometry Wars....

    At first I just had the lasers spawning in front of the Rocket and the player would move, causing the lasers to shoot towards enemies and killing them. Terrible Idea. So then I thought that all I had to do was apply the same controls to the laser, same as the Rocket has, and that didn't go too well. So that's where I'm stuck.

    When I drag the stick on the left(red one) the lasers act funny and I mean FUNNY. How do I make it so the lasers shoot out at the angle the control stick is facing? and fix the rate at which they shoot at?

    The left control stick is for laser and the right control stick is for movement of the rocket. This is clearly a mobile UI design for those wondering.

    https://www.dropbox.com/s/eo5moa2rcc7d7 ... .capx?dl=0

  • Not bad, man. Your ideas are quite solid and you have a grasp of game design. I just think you need to further improve upon it and go beyond. especially the visuals. Other than that, it's good. You put your effort in and it shows. Keep progressing, hope your next game is even better!

  • What are you using to test your game on mobile?

  • I really think that CocoonJS is the future for mobile gaming with Construct 2.

  • > I just found this thread again and I have to say that I'm pretty surprised that CocoonJS is still a thing.

    > To be honest I never really used CocoonJS export and the including functions that it offers, is the overall

    > game performance better than the current Intel XDK (Cordova) method?

    > Are there any comparisons between Intel XDK apps and CocoonJS apps? (Android specific)

    > Also I would really appreciate any links that help me to get more information about the whole CocoonJS exporting process.

    >

    > (p.s. sorry if this is kinda off-topic)

    >

    Well, we have several environments in which you can run your project.

    If I have to compare, I would say Canvas+ is the best in performance but it is just recommendable for canvas based games. Then we have the Webview+ (Chromium based for Android, WKWebview for iOS) and finally the System Webview (the one inside each device).

    • What it is commonly known as CocoonJS is Canvas+.
    • The Webview+ is a crosswalk-like solution.
    • The System Webview would be something similar to phonegap.

    About the exporting process, it is different depending on the cloud. In the actual one, I would recommend the CocoonJS exporter. Even if it appears as deprecated, it still works.

    In the new cloud (the one we will release as beta next week), as it will be based on Cordova, it is necessary to use cordova the exporter, as I explained in the previous posts.

    Yup. Been testing with the CocoonJS launcher app for a while now. The performance on mobile with Canvas+ is really good and any issues I encounter, I can usually fix.

    Good Job.

  • Hey there, I know it's been a long time since this post was last looked on but can you please post a Example CAPX of this? I would really love to see how this is handled and how it goes with my backgrounds.

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Usman Haq

Member since 24 Jul, 2014

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