Colludium's Forum Posts

  • Although I did get a notification! Don't know what's going on there... Sorry to say that I have no experience with using Google play leaderboards. I'll take a look when I get the chance but I don't think I know enough about it to be helpful...

  • Txori,

    I've fixed it!

    Some comments for your future enjoyment of programming with C2:

    • Take a good look at the shapes of the arms and legs - you had them as squares and stretched them in the editor. They looked ok but I'm not sure this stretching was helping the physics engine.
    • The head object you had was 256x256 and was shrunk in the editor. Again, not sure what that would have done to the physics engine, so I resized it to 30x30.
    • The image origins are now positioned on the right/left limbs at where the joint should be - you had them in the center. This was causing the physics joint to link from the body imagepoint to the center of each limb rather than the shoulder/hip.
    • I have shuffled your events around a bit. Now you have an on-create event that positions everything properly once the body is created. In hindsight this might not be required, but for the point below you can't create everything in a Function (unfortunately).
    • The on-create body event now has a 0.05 sec delay - this allows the physics engine to catch up with the new objects it has to consider. It doesn't work if you remove this. Luckily you can't notice this.
    • I've used a container to contain all of the limbs to minimize code.

    Here's the finished capx - enjoy!

  • It works for me! I now have a highest score (with zero) out of 2 entries. Try uninstalling / reinstalling C2 perhaps...

    Of note, you call show leaderboard without checking that the leaderboard score has been posted. Probably not a problem for most internet connections, but you could call it up your way and find you have omitted the player's score.

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  • I don't know if this issue is being addressed by Intel. I found the same with both Crosswalk and Phonegap that they will open a link within themselves as if they are a browser (which I suppose they are, sort of) rather than directing the phone's native/default browser or email app to handle the link. Doesn't happen in CocoonJS or Ejecta....

  • Hi henriquesv, I've had a play around with this but can't find a slick way to get a touch-drag to work effectively on an object with physics behavior. Box2D will simulate the real world for games, but the objects have to be allowed to be springy for it to do its job. NB on your event sheet above, line 7 will undo the command of line 6... Sorry, not much help yet.

  • You could try making them physics immovable on touch end. Might work... (Using phone so I can't test).

  • I'm not a fan of tilemaps, but that's just my style of game creation (and you should also note that I'm a full-up amateur here - this is a bit of fun/hobby for me rather than a means of making a living). I prefer to use sprites and tiled backgrounds because they scale better than the tilemap object. However, from what I've read on the forum, the tilemap is a very efficient way of drawing lots of images (the problem for me is it produces visible seams unless you do not use pixel rounding and you do use integer scaling). If you are happy to work around those limitations then I think it's your best option - and from the sounds of your description of using lots of sprites - it might just well be. It's also worth considering that C2 optimizes its collision checking so that (not so effective on mobile) lots of objects shouldn't impact on your game's performance too much. If any of your sprites are large, however, you also run the risk of running out of memory. Hope this helps?

  • Here you go....

    I added a delete tile with a function to convert layout position info to a tile position. I also moved the origin of the bullet so that it would overlap the tilemap tile when the collision polygon made contact with the tile (the conversion takes the coordinate of the bullet and if the origin is not overlapping the tile even though the bullet and tile are in collision, no tile deletion would take place). Not perfect but an easy work-around.

  • Read paragraph 3 of this page of the manual - Scroll To behavior.

  • I'm with Sargas on this. It has taken years for teams of engineers to develop AIs and machines that can play chess to a high human standard. It is possible that you could write a very simple chess controller AI that 'thinks' only 1 move ahead, but I expect that designing an algorithm to (for example) permit the loss of a bishop so that in 3 moves the AI might take the opponent's queen would be incredibly difficult. It's something I would also love to be able to do, but chess is such a complex game (and satisfying for it) that you would probably have to spend years tweaking the factors in your algorithm so that it played reasonably well.

    I would start with a draughts/checkers game, just to learn where some general boardgame pitfalls might lie and then maybe go for something like chinese checkers.

  • I like how Newgrounds approve their games - your application gets trashed at the end of its probationary period of it doesn't receive the right proportion of supporting votes. The arcade has some good stuff in it but it is also a repository for a lot of 'my first game' attempts.

  • -Silver-, NG recommends keeping 16:9 aspect ratio and offers up some resolution options, although these are geared towards the hard-of-maths rather than being the only ones you can choose from. If it helps, my game will be 848x480 with an option to select full screen for those with powerful enough video cards. Here's the Game and Movie Standards link.

  • In the cloud compiler you select scale to fit or scale to fill on the first page. Cocoonjs does not pay attention to the scaling option you select in C2 - from what you wrote above you seem confused as to why cocoonjs does follow the settings you put in C2.

    C2 does not require you to learn any coding but you still have to learn how to program .

  • Have you tried compiling using Cocoonjs yet - a bit of trial and error can help you here? The cloud compiler mimics the C2 scale options, so use C2 scaling for your browser testing and then select the equivalent scale option in cocoonjs when you compile the apk. C2 Scale Outer is equivalent to Scale to Fit and C2 Scale Inner is equivalent to Scale to Fill (I think I've got those the right way 'round!!).