lionz's Forum Posts

  • On any touch or hold you store the touch x,y, then when they release or on any touch end as its called you test if the touch x is now less or more than the original touch x. I assume if they're swiping left then the x at release will be less than the original touch.

  • Other players where? You probably have to store this information on a server somewhere if other users are meant to access it.

  • If you're simulating swiping you could probably do it by detecting that first touch.x and on release of touch detect whether the new touch.x is less or more than and swipe in the direction. In your current logic you try and set touch.x without any touching (on start of layout) so it's always zero.

  • I think your game is detailed enough now to work out an order or structure and game flow, like what exactly you want to happen when the game starts. Do you want the player to be thrown straight in? I've edited the capx here, I've blocked out the collection of stars on spawning with a global variable it's as easy as that. Essentially it means that the player will land on a star initially but it won't be collected. https://dl.dropboxusercontent.com/u/495 ... hecks.capx

  • You will need an app ID I think, which you get when submitting to Facebook. https://developers.facebook.com/

  • There's a good example here

  • With pathfinding you can always set a destination as long as you know the destination. If you don't have a specific path to a final destination then it will pick the shortest route, you can see this visually if you enable the nodes.

  • Are you sure you want the game to be designed such that you fall onto a bunch of stars on spawning and don't even have to collect them? I would just make sure the player spawns on an empty disc always and go from there. If you do want it to do this then I guess i can take another look.

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  • The events stopping you from moving are the event.x,event.y checks. Not sure what these do, probs checking for terrain. If you disable them then the character can move so have a look around what that event object is overlapping I guess. There's a hell of a lot of stuff in there but this is the main thing I could see going wrong.

  • The hidden layer assets will still be loaded into memory, depends what your memory usage is. It's not a good idea to load everything you need for the entire game into one layout though.

  • Hi, I had a look at this for you. It's because you set timescale to 0 but never revert it back.

  • Thanks for the video

  • I don't think the C2 plugins matter for Intel XDK, it's not a third party plugin that you add when building with the XDK it's just a thing that is included in the C2 project that you will export before you get to Intel XDK.

  • Is there some other logic that changes their animation? Other than that don't think I can help. Although I would say is there a need for a check if an animation is playing, can you not just have cursor over object set animation?

  • If you had say 2 objects, an apple and a banana. In the list item 0, the first in the list, is apple. Item 1 is banana. You can use the logic List compare selection, if selected item = 0, make apple visible. If selected item = 1, make banana visible etc.