part12studios's Forum Posts

  • awesome, I'm not at home with my Ouya, but do you have this as a trial, paid up front or totally free? I'm SUPER interested in knowing how to get IAP stuff to work with Ouya of course.

    I have another project.. a really quick one called "controller quest" I'm making and I want to add a donate button to test the IAP stuff.

    congratz again!

    Oh and on a side note, I got an semi-acceptance email from Nintendo for the Wii-U.. so now I have to find out what all that really means.

    Thanks,

    Caleb

  • Also, consider using the Ouya export option. I know it's not the same device but since they are both android, perhaps the 2.0.2 canvas+ will still wrap the game pad in a way that the shield can recognize.. worth a try at lest.

    Grimbarian what is your game? Awesome news.

    Also got a little exposure on the Ouya Support google hangout to share a little about it.

    Also Marco, later in the conversation talks about the "Compile Launcher", or at least I believe that's what he's referring too. I did it the old fashioned (slow) way only because I knew it worked and cue times were rarely more than 10min so it wasn't a huge hurdle for this game, but later games that get more involved and require deeper testing, I can see how this would become a problem.

  • ah right now i see what you mean.. yes so basically force just hovers right at 750.. + or - very cool.

  • LittleStain so the way you're doing it is every time the velocity hits 750 either way, subtract 100.. then i take it it just keeps going back up to 750, repeat.. that's cool. feels pretty steady from the testing I did

    newt ok cool yea that is nice. thanks! I'm bookmarking this sucker for deeper research for sure. I'd like to better understand the subject for sure. This class won't be that deep yes some real understanding of the math/theory behind solid platformer design would be really good to research before doing a serious project.

  • LittleStain yes that's nice so i see that 0 doesn't stop it, it still slows down gradually which is perfect.. i did some testing before but it seemed like it was much more drastic when I did it.. i must have been doing something different.

    jumping is weird.. but i'll do some more testing.. the other big thing is how to keep it from getting perpetually faster.. my attempts to throttle it make it very choppy..

    Thanks for your help on this subject!

  • newt thanks for the link but my question is specific to Construct 2 and how to achieve a smooth slow-down, not game design in general.

    If anyone has any pearls of wisdom on this, I'd love to hear your thoughts on it. However I think for times sake, I might go ahead and use the platformer behavior..

    I just found it to be useful when I was working on my box flicking game, to not use the drag and drop feature. It wasn't a lot of extra work but it allowed me to have better control over what happens when exactly.. which is the point, but i think the platformer behavior is pretty robust which is nice.

  • LittleStain well doing something that drastic would have really sudden stopping.. i'm looking for some easing to stop.

    yea it's just so i can show someone new how to construct interesting interactions.. and i think that showing them exactly what is happening will be a useful tool in building a game for them.

    also looking at the platform behavior.. they have a Max Speed. I'm wondering how that could be achieved. and max Fall Speed.

    here is the capx I have so far https://dl.dropboxusercontent.com/u/699 ... 0test.capx

    also like i was saying with point 3.. I'd be very interested in knowing how it could be done without physics, it's just the only way I would know how to do it, but at the same time this is going to be for beginners so I'm not trying to blow their minds with complex math equations.

    I'm trying to show how someone could get creative with Construct.. maybe explore double jumping, wall climbing perhaps. etc

    Thanks!

    Caleb

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  • Hi everyone,

    So I have a Boston area class on Construct 2 that I'm giving. It's going to be a two hour crash course. I got a request to do a platformer and funny enough, of all the games I've made with C2, I've really not done much with platformers.

    Now I know how to do it for the most part with the traditional platformer behaviors and what not, but I wanted to really teach the class how C2 works without relying on premade behaviors. I want to take them through each of the steps of how the platformer is working..

    I checked out various tutorials out there, but they all seemed to rely on the platformer behavior. I'm also personally fond of building any game with basic components for greater control, so this is for me as much as the class and for anyone else who wants to control player movement better.

    I'm thinking something like a straight Super Mario platformer. I've already made a bit of progress on this. I have a guy jumping, you can see here http://part12studios.com/temp/platformer/ so here is the trouble i'm having:

    1. how to slow a guy down? I'm seeing that I can make a guy accelerate with no problem.. but then turning around becomes fight against momentum and also releasing a keypress results in unreliable deceleration

    2. how do i max movement. I tried some ways of monitoring velocity, but wasn't finding a good way to regulate velocity when things were going too fast.

    3. I used physics, but maybe doing a more controlled platformer is better using some other method to jump and such?

    Any advise / tips on this would be really helpful!

    Thanks

    Caleb

  • Thanks, it's been a crazy few days with some client work (non c2 stuff) a C2 class I'm giving in Boston this Thursday that I have to prepare for, family stuff and getting Bee Active updated..

    but the good news is that I can confirm the "on key pressed" is working as it should for me so I've already got some of the menu functionality back in the game.. but in-game stuff is still wonky..

  • nope nope, Grimbarian thanks for pushing for this. I just got lucky in my timing. 2.0.1 was great other than the control issue. I'm about to test a new version that assumes "on button pressed" works like it should now with 2.0.2 to restore some of functionality that i stripped out for times sake..

    The next big challenge for me is to get IAP working. I don't know if its easy or not.. i just haven't one any IAP stuff with C2 ever..

    and yea the system menu button is really no biggie since it's now used (wasn't always the case) for Ouya system functionality.. even if i could access it, i personally would leave it alone for that reason.

  • kristsbee thanks, my wife did the research. A few typos got through though because of the spritefont+ plugin and my noobish first time using it was a bit heavy handed removing most punctuation.. so I had to mangle a few sentences..

    A0Nasser I believe judging by the performance of this game on the Ouya, which FPS was seems to be as fast as, if not faster than iOS and Android. I noticed the looping music for this works seamlessly where some mobile ports have a small hiccup in them on some devices.. so basically if it plays good on a mobile device it should do fine on the Ouya, hands down.

    Grimbarian awesome. It was pretty painless to port.. AND big news.. I hear that 2.0.2 Canvas+ actually fixed the "on key pressed" issue which I had to hack around.. basically on key pressed wouldn't work.. only "key is down" which as you can imagine makes it hellish for having logic allow you to not fire off key presses because someone holds down a ms too long..

    Tomorrow I'm going to give it another update and restore a number of features I stripped out of it for the sake of simplicity because of that nasty gamepad input trouble I dealt with.

  • Hi everyone,

    I can now officially confirm it is totally possible to make a game with Construct 2 and publish it to the Ouya. I did it with CocoonJS.

    https://www.ouya.tv/game/Bee-Active/

    I am going to be putting together a basic tutorial soon about this.. however bear in mind this game is 100% free. I don't have any IAP in this game, but I am going to work on my next game for it to include that capability and will do a tutorial for that as well once I know how it works.

    Thanks!

    Caleb

  • No I'm using Bootcamp, but understood being unable to reproduce it. I really don't get what it could be. I am going to update the video drivers and see if that helps

  • I found a way to limp along with it, which i'll go into detail below..

    but in the editor it does this weird distortion thing.. it seems weird that something so specific inside the video card would cause this. also its something that only began happening in R175.. which introduced a new feature that allows mass editing of animations and stuff.

    So it seems very likely that those changes introduced a problem like this. Also I noticed if I do a 90 degree.. see the distortion and close it out.. then the image is correct.. doing this each time for all 4 directions then the rotation works fine.. however i also noticed if i do a number of "rotate 90 degrees" several times, not closing the window with each rotation.. then the image can end up looking like this:

    if it were a video card problem, i would imagine that the images would not be consistent.. in their own inconsistent way.. unless C2 is somehow doing some very video card specific calls maybe.. it does seem like a kind of buffer issue, but its just odd that it's so specific to this one view.

  • Problem Description

    when I go to rotate an image by 90 degrees, the image does rotate in terms of dimensions, but the image gets skewed at the same time.

    Description of Capx

    it is simply a truck graphic on the scene.. nothing more..

    Step 1

    open the file

    Step 2

    double click on the truck graphic

    Step 3

    go to rotate the image by 90 degrees either way in the graphic editor..

    Observed Result

    see the distortion.. click it a 2nd time making it a total of 180 degrees and you'll see it's back to normal...

    Expected Result

    it should just rotate by 90 degrees and still look like itself..

    Operating System and Service Pack

    running windows 8.1 on a Macbook Pro i7

    Construct 2 Version ID

    R175