part12studios's Forum Posts

  • Hi there,

    I got an app to submit fine, but it got rejected over something silly.. The round Icon.. so I fixed that and went to submit the change, but got rejected over some ID issue. the round icon, or rather lack of it..

    So I promptly fixed that and went to recompile the project in the Tizen SDK. That all goes fine but when I go to upload the WGT, I get this error

    I didn't change anything except the icon graphic. I opened it up to update the icon and compile.

    <tizen:application id="OCOLBHVmnb.Voider" package="OCOLBHVmnb" required_version="2.2"/>

    I don't know what that OCOLBHV is. Is it some personal ID? I don't remember this value.. I tried replacing it with my normal com.part12studios.voider but that didn't fix anything.

    Thanks,

    Caleb

  • Oh man that was totally ! I'm going to throw that out on the tizen tutorial page to be sure others know about it if it isn't out there already!

    Thanks a ton. Yann wins the internets today

    Yann

    Sincerely,

    Caleb

  • Hmmm tricky.. I'm actually curious about how to do a match 3 game (which is how i found this post)..

    You could possibly use some kind of json data.. imagine defining a grid with text.

    Something like:

    1 1 1 1 1 1

    1 1 1 1 1 1

    1 1 1 1 1 1

    1 1 1 1 1 1

    0 1 1 1 1 0

    0 0 1 1 0 0

    I'm not comfortable with json and external data but there have been some good threads on how to get data from a spreadsheet over to C2 through a json import behavior.

    Good luck!

    Caleb

  • I made this demo http://part12studios.com/temp/FredExTrouble2/ to better show what's going on now..

    you can see that there are two blocks.. one on the right is physically on the screen before the layout is run.. the black bar on the left is being created on start of layout..

    both bars are doing their job creating a truck and respective parts, but then once that job is done, the bar on the left (if you click it you will see) moves without effecting the child object (i believe it's a child of the black bar) is not concerned about the parent.. instead it listens to the location of the black bar on the right.

    I thought the parental thing would be established based on which object is instantiating the resulting sub-objects.

    I tried using a container for the truck but when i put the respective other objects that it creates at the time of its creation.. I get a behavior error at the start of the browser.

    Any tips/advice would be welcome.

    Thanks,

    Caleb

  • I've been hacking away at this and I feel like I'm close, but there is something i'm not getting..

    so I'm using the pin feature which works well with a single spawn object.. this object is one i place on the scene before runtime.. note this does not work if I create this object.. which is strange..

    when the spawner starts off it creates a vehicle attachment, this vehicle attachment creates the other objects which are attached to it.. all of this works.. i can move the angle of the spawner and the object moves with it in relative space / positioning..

    however, if I have two of theme on the scene.. only the first one makes all trucks move.. there doesn't seem to be a parent/child relationship between the two spawners and which items each spawner spawns.

    I tried making a container for the truck, but that resulted in some errors.. not sure why, but when i grouped all of them together.. it didn't like it.

    Here is the capx.. https://dl.dropboxusercontent.com/u/699 ... up%29.capx

    I'm really stuck on this.. i have to figure out how to keep these things pinned and relative to each other.. and how to insure various instances of a spawner retain their parent/child relationships so each spawner and it's children operate independently.

    why would an object that is spawned vs being on the stage behave differently? and regardless if there are more than one on stage, only the first one put on the screen is what effects all of them.

    I don't get how to insure they know to only move in relation to their respective spawner.. notice that the truck itself spawns all the pieces correctly.. my assumption is that because a given object "creates" its relatively objects that it becomes the parent, but clearly there is something more going on to this that I don't grasp.

    I almost wonder if this is a time for UDID to come into place, but I've never had luck making use of that.

    Thanks!

    Caleb

  • rexrainbow I'm wondering how I would use this. I have a situation where I'm creating a root object which at start of layout creates a number of pieces relative to the position of the spawner..

    I've used containers before in very limited ways and still find them a by mysterious in terms of how they work even when they did work for me <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://part12studios.com/temp/FredExTrouble1/ click the green box and you'll see the further right it turns the more off everything is, because the spawn location coordinates are global, not relative..

    I just don't know how to give X and Y coordinates relative to another object.. it seems all X and Y coordinates are global.

  • Bump. It seems there is some math in there that is needed to give a "create object" action the right X and Y coordinates.

    What I need to figure out is how to find out how many pixels something is. If it's facing 45 degrees to the left.. how would I calculate how many pixels (x and y) relative to the root object.

    In gamesalad there was an option of going "global" or "relative" which helped distinguish pixel coordinates. I'm not aware of how Construct 2 would handle distinguishing the two.

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  • Hi there,

    I had a game I did in GameSalad that I'm recreating with Construct 2. The original system I had which I really liked is giving me some trouble when I try it in C2. So it's something like this:

    I have a spawner object.. i want to place this object (multiple ones for that matter) and each of these spawner objects would instantiate the game objects relative to the angle and position of these spawner objects.

    I was thinking about containers, but I've only used containers in very limited ways till now with one easy object.. but in this case I'm dealing with objects on multiple layers and such..

    Here is a working example of what I'm talking about..

    There is a floor to the truck.. there are two invisible colliders on the left and right sides to guide the boxes and a canopy layer which becomes transparent when boxes are inside..

    to some degree i could hard code things to appear and disappear but i would like to make it more modular so I can easily move those spawn points where ever and whatever angle.. I just don't know how to best approach it.

    Here is what I have so far.. if you hit the green button you'll be able to reset and see how randomly changing the spawn angle of the black bar greatly distorts the positions of the other parts.. but if you click enough it will be facing vertically and then everything is lined up as it should be

    http://part12studios.com/temp/FredExTrouble1/

    Thanks!

    Caleb

  • Ok so I did some more testing and I got CocoonJS to load, but the functionality of Clay,IO failed to load on iOS for me. Is there some trick I'm not aware of? I've emailed the Clay.IO guys about the issue with iOS. I'm wondering if anyone else is experiencing this issue?

    I really like working with Clay.. I just want to be sure that 1, it's possible for iOS and 2, if it is how can I troubleshoot this kind of issue?

    Thanks

    Caleb

  • GoGugutiGames hmmm interesting.. even if you have privacy policy on? I'm surprised it's restricting that.. I'll have to ask my local MS rep what he knows about that when I get to that point

    How has your testing on iOS been? When I load a game on my phone it just does splash screen, then all black.. if i then remove the clayio plugin the app loads just fine.. i've emailed clayio support about this because it seems the lockup happens at load time.. before any clayio functions are called.. in the first scene i just have a preload/splash screen with no clayio calls..

    dashboard message where? is the message from clayio, C2 or microsoft dev center?

    I'm using Ejecta 1.5 as my wrapper for iOS.

    Thanks!

    Caleb

  • very cool, i was able to test a build on android today and that worked.. the login popup was a bit large though and difficult to log into because the password appears behind the keyboard on my Galaxy S4.. will have to install the fb app to see if having that installed makes authenticating easier.

    unfortunately with iOS, i'm currently getting a black screen when I load though, but i'm testing out some stuff to see if it's something else causing the hangup.. and it seems that the clay.io plugin is causing the problem. as soon as I removed the clay.io plugin, the app worked again.. Now to try and update the plugin to be 100% sure I have the latest one.

    GoGugutiGames what do you mean by win8 local system? what fails to work exactly? I publish to WIn8/WP8 and 8.1 so I'm definitely interested in knowing why it doesn't jive..

  • PixelRebirth hey I was just curious about the expression comment you made before to get modal stuff to work. How exactly would I call on that expression. I'm having trouble figuring out how i would access this by expression..

    I've been working on Clay.IO a bunch today and it's going pretty well though I am having some trouble getting it to fire off when certain events happen.. like "fetch achievements". I was wanting to add a "loading" text behind the popup for slower connections so they know something is going on.. but it isn't working for me. I'm wondering if using expressions might give me better results.

    Thanks!

    Caleb

  • Hi there,

    I floundered a bit getting twitter for C2 to work with the standard C2 Twitter object, which I understand is in beta testing right now, thus its' not really official yet.. so I'm

    I've posted a similar question before about Clay.IO in general, but I want to be more specific this time. My hope/dream is that clay works across all platforms.. WP8.. Android... IOS.. .etc..

    I feel comfortable now making games reach lots of platforms for web and mobile, but the real mystery now is questioning if there is true cross platform solution for social features.. leaderboards.. etc.. i know there are some solutions out there like game center and google play's thing.. but these tend to be still pretty limited.. not supporting everything but only 1-2 platforms..

    On a side note, my intention of doing this will not just be for me. I want to make a very clear and thorough tutorial for the community compiling what I learn about the down and dirty truth about making games with whatever tech is out there that is as cross platform as possible.

    Thanks,

    Caleb

  • oh yea i see what you mean.. i guess that does make sense... but yea if that is what he's proposing I'd be concerned about the same things.

    Regardless I'm sure some value could come from knowing how he does it.

    I also just learned that Twitter is in beta, so it's not in the manual.. though I don't agree with that exactly.. at least have an beta chapter of the manual so we can still find out exactly what does what.. sure i can see official tutorials lacking since things would likely change / improve before going over as a stable feature.. but yea knowing it's not official, I may actually start looking at how to publish to facebook and if it's possible to post to facebook from C2 mobile apps. My partner (real coder) has a lot of fb experience isn't sure C2 has the means to get all the token/authentication stuff.. I'm hoping he's wrong.

    The other thing is to try (again) with Clay.IO It seems like an INCREDIBLE platform to cover all the bases.. and maybe even be truly cross platform, but last time i checked a few months back it seemed like virtually no one is actually using it with C2.. which is concerning. You would think a plugin like this would solve so many things.. leaderboards.. achievements... IAP.. facebook... twitter... etc..

  • hmm that's unfortunate, since it seems like if it's in beta they could still outline stuff enough to have people try it right? I could understand not giving official tutorials though.. that is understandable since things would likely change, but it would still be nice to know what things are.

    Still E Bear, thanks for the insight! I didn't realize twitter was in beta. d