NetOne's Forum Posts

  • I did a simple vector 3D grid floor, red lines on a black background (very 80s style!) when I was just messing around a few months ago.

    .

    I used the simple version formula right at the bottom of the wiki 3D projection page (under diagram).

    https://en.wikipedia.org/wiki/3D_projection

    It worked very well.

    To do what you want to do you would have to implement the orthographic (or even the perspective) projection maths with all the rotation stuff on the same wiki page. Im not sure if it would be done with just points or would be better with points and lines .

    Also this covers the basic 3D but does not cover occlusion so will be just see-through wireframe models.

    but yes definitely you could do it directly in the construct 2 editor probably even without any custom js.

    I would love to try but I just don't have the time these days....barely have 2 hours on a weekend to work on Construct 2 stuff so I have to be disciplined with what I get into.

    actually importing models though that is a whole different ball game!

  • Nice one

  • I tried, tonight , your capx above and my game on my Surface.

    On nwjs preview

    the touch dosent work.

    However on njws export its ok.

    So something going wrong in preview mode.....

  • Tried NWJS last week and noticed that touch did not work (works everywhere else).

    Assumed it was something I was doing wrong as fist time trying NWJS.

    I will verify tonight....

  • yes can confirm it also works with "on tap gesture"

    all's good...

    disable the missiles , take us back to DEFCON 5

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  • Is it your first game ever???

    if it is then , Just from my experience (and I still class my self as a noob) , I recommend having a good few weeks play with C2 to see what it does and how it works before you start adding 3rd party plugins and code. Then first make a few simple noob games to get all the big mistakes out of the way and, most importantly, test elements that you want to include in you game before you start real thing. Also get into the habit of organising your code in groups, and get familiar with functions, families and containers as they can save you a lot a time and aggravation down the line.

    This way you wont be hundreds of lines of code in when you discover you have to start from scratch again because of some awkward way you implemented something that now needs to be changed. (This can really demoralise and possibly kill the whole game making dream - I have been there)

    personally I would say that construct 2 gives you all the tools you need without 3rd party plugins

    if you insist, though not free, there is a BulletML plugin available (which appears to be a standard requirement for bullet hell games these days) and also a pattern editor both in the scirra store for very very low prices

    I still say you could probably do these things yourself once you get familiar with C2 though they may save you time.

    however , code wise , in the forums and the tutorials you will find plenty of links to free plugins developed by forum members, and capx files and code examples for pretty much anything you will need. And if there isn't there is the healthy and friendly forum where you can ask.

  • I'm still able to go full screen in mobile preview over lan.

    However Im using C2 v242

    and fyi my mobile chrome 55.0.2883.91

    edit nothing to do with versions (mine was invoked using a button so just been playing around)

    fullscreen dosent work with on any touch start

    but it still works with a button click

    so just have to put a button in while testing.

  • lamar

    Ahh you see ...... that is the issue.

    Is that

    1/2 inch on a 4 in screen?

    or 1/2 inch on a 12 inch screen?

    this is exactly the mistake that I was making.

    I have been developing and testing on a surface pro 12 in screen.

    to make the throw comfortable on the big screen I have been inadvertently making the throw really small in touch pixels terms. even though it is still big on the big screen.

    it seems that we have to pick a size that works across most screen sizes as scaling throw size is not really an option.

    players with bigger screen will have to move thumb further.

    good lesson learnt...... (ps. I took gamestopper out of the title. as I think it will be ok now)

    cheers....

  • Arcitak on Kongregate.

    Lets say its a nonlinear shmup.

    Wow really like that, great gameplay.

  • lamar

    There you go,

    The issue is exacerbated by the floating stick as it maintains the small resolution.

    use only with touch as mouse has more resolution it seems.

    the limited angles are really apparent when moving around slowly......

    https://www.scirra.com/arcade/other-games/test-touch-resolutions-15558

    so.... just make the throw larger it seems will make things better but a large floating touch feels really bad.

    I might return to a fixed one with a large dead zone to avoid small throws........

  • Cryptwalker

    blackhornet

    cheers guys , added.

  • lamar

    Yea I think this is what is happening.

    I did set a "deadzone" of radius 6 so the laser does not fire until you are this far from the centre maybe I need to increase it.

    Actually just checked out your game on the arcade and it doesn't seem to suffer this issue even when finger is close to the ship. Although it is hard to properly tell.

  • Thanks

    lamar

    I have both sticks working, left for moving and right for aiming.

    Its just that aiming one is jumping between angles of around 10 deg due (I think) to the low resolution of touch sensors over the small touch stick area. All it is doing is calculating a distance and an angle from central position using touch xy coordinates and feeding to the gun angle.

    I could use rotate towards angle to make the movement smoother but this doesn't solve the issue of the restricted angles.

    Maybe Im being thick and there is something Ive missed or maybe a bug has crept in as I was copying from one project to another.

    I'll have a look at your tutorial/capx tonight. (at work presently) and get back to you. Ill try to chuck up a capx tonight myself if can get home early enough.

    cheers.

  • Has anyone here made a twin touch (not analogue stick) 360 shooter?

    What I mean by 360 is that the player can fire in 360 degrees i.e. any angle. Like geometry wars……

    So I am endeavouring to make a twin touch 360 Shmup

    and have come across a potential game stopper

    When making those small virtual analogue sticks we are limited by the resolution of the touch screen / digitiser.

    The virtual throw of the stick is measured in touch screen “pixels” and has to be reasonably small. In my case I think the xy throw is around +-30 x/y

    As angles can only be calculated to the touch resolution. The small resolution of the virtual analogue stick severely limits the number of angles a gun can be pointed in.

    It becomes especially visually apparent when dealing with lasers which is what I have seen in my game

    i.e. it is actually impossible to have aiming in full 360 degrees.

    It is more like you can only fire at 10, 20, 30, 40 degrees etc but not in between these angles.

    So you basically cannot aim properly in 360 degrees if you use touch.

    I’m at work now but will try to put a capx up later to demo

    to visualise if you can imagine a touch stick where the xy throw is only +- 2 pixels x/y

    you will have a 4x4 grid with 0, 0 in the middle

    if you set a circular max throw at 2 i.e. sqrt(x^2+y^2)<2

    then you can only have 8 potential angles that you can fire in.

    which are defined as

    (2,0) [0 deg], (1,1) [45 deg], (0,2) [90 deg], (-1,1) [135 deg], (-2,0) [180 deg], (-1,-1) [225 deg], (0,-2) [270 deg], (1,-1) [315 deg]

    Even if you move your thumb on the screen perfectly smoothly these are the only angles you can fire at.

    Is there any way around this limitation or has anyone tried a 360 shooter on touch any ideas you could throw my way?

  • Brilliant