tarek2's Forum Posts

  • yea mine is pointing to cordovalib.. that was what it was set to when i opened it. How do I change it? I look at selecting things and without just flat out shooting in the dark, i'm not sure what would be the right thing to do.

    I'm an apple developer I have published games with C2 before, just never using C3/xcode. I signed in as my developer account. I haven't done any mobileprovisioning / certs for this yet because i don't know how it would be done in xcode, but i wasn't sure it's even necessary to do all that to run a simulator.

    in the past i used cocoonIO or XDK and the application loader to upload to itunesconnect. However you bring up a great point that there are new users who will want to publish to iOS and Scirra should really take a little time and explain step by step how users of their product (now subscribers who have paid them money for this, not freeloaders who don't have iOS as an option) because it's important that customers not feel like they are on their own to figure this out.

    Thanks you also Nepeo for sharing your insight! I'm doing this because as it stands C3 is publishing very poor performing cordova APK's for android so I figured I'd see if iOS is any better.

    +10

    Will be nice to see tutorials and steps to how to test or publish to the different C3 options, especially for the people that they never published ever before like me.

  • Thanks justifun for sharing that will help a lot with many different things

  • Hi all,

    In C2 I made extensive use of the preview over wifi feature. I could add a link to the current LAN address as an icon on the homescreen of each test device and then when I wanted to run a test I just had to open up the icon on each device and run the project.

    In C3 if I want to test on multiple devices using remote preview it seems that I have to manually add the preview address (or scan the QR code) on each device every time I want to start a new test session; this isn't so much of a problem for one or two devices, but if I'm testing over a larger number it can quickly become tedious, especially if I'm switching between projects or versions of projects - is there any way to automate this process?

    Yeahh man, I do the same it's really really handy as you set it up once on every device and that set, normally I put the numbers in every icon starting from 0 and up, and that helps if you have more than one capx opened for testing, as I just look on the PC browser the number at the end of the address and I know wich icon number I should open on my devices, and if you have only one capx to test you know its always icon 0.

    This was an amazing feature on C2 and I think C3 should have both options the one from c2 and the new one from c3,

    One for in-house testing to test in our own devices

    And One for outside the house testing, to share with people on the internet

    I had a lot of pain to test just one device with C3 as I had to find the way like Macgyver style to share the link to my phone every time as I have no link connection set up between PC and phones, so yea it was a bit of a pain. Another feature that can be improved on C3 is when you open Remote preview you can't close the window that gives you the link to share for remote preview so basically, you are stuck with that window you can't change any settings or do something else if you close the window the link it's no longer valid.

    Edit: I just saw that for problem with the window open they will fix it already in the next updates here is the link: https://www.scirra.com/forum/docking-remote-preview_t192506

  • Hi iGamersBox

    I'm not sure the full settings that you use on your game so I did it on my way, at least it answered the main question why the planet don't get recognice, I hope it helps.

    Capx: https://www.dropbox.com/s/am8oj6q2mj1sdbr/GravityPlanets.capx?dl=0

    The problem you had in your example is that you had an

    Every thick: set the player angle to the planet, but you don't specify wich one so C2 will always pick the first planet, So when you change the planets as you don't specify on wich planet you are in C2 will always pick the first planet every time.

    So what I done is, create an instance variable "PlanetGrab" to the Indicator objects and I linked Each one of them to their Planets UID, I done this manually but you can do it in auto mode if you like,

    Then I create an instance Bolean: "Is Active" to the planets so the player can trigger on wich planet is currently in

  • Thanks for the reply, I have been messing around with picking by UID trying to pass that into the function as a parameter but I could not achieve a desired effect. I probably do not understand how that UID works, what is the best source of reference to learn that? I have browsed through a couple of tutorials. Have not found them useful, should you know of the most relevant one, let me know!

    Voytek

    1-You will need the two things the UID of who is calling the function and normally this you will pass it in a parameter when you call the function, you can add as much as parameters you like but for this you just need 1 parameter so the first parameter will count from (0) wich means on parameter 0 you will add the Sprite.UID wich will be the sprite UID who is calling the function

    2-And the second one, once you created the function you need to tell the function that needs to apply those Actions that are inside the Function just to that UID who is calling the Function, this you do it by (sprite>> Pick by unick UID) then you will have to add from where? has to pick the UID so you add Pick From "Function.Param(0)" wich is the Sprite.UID that you pass when you calling the function

    Example:

    Trigger to call the function:

    Sprite On created: Call Function "randomMove" + Add Parameter= Parameter 0 so here you add the Sprite.UID

    Function:

    On Function "randomMove"

    Second Condition: (sprite>> Pick by unick UID) =here you add: Function.Param(0)

    Here is an Example just in case you didn't understand my explanation, here I just changed two things from your capx,

    Line 2: I added Second Condition: (sprite>> Pick by unick UID) =Function.Param(0)

    Line 4: Added Parameter= Parameter 0 = Sprite.UID

    Capx: https://www.dropbox.com/s/hx3cb8iyyid3dc0/Sine.UID.capx?dl=0

  • So what is the correct way to preview an app on an iPhone / iPad at the moment?

    I would like to know this also as I have only Apple devices

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    I also have the gamejam license problem

  • Can anyone help me to make enemy attack player just on X line?

    Hi NgTrent , you can use many options example( Line of sight, distance, or comparing the player X)

    Capx: https://www.dropbox.com/s/eg64fvd0psq5qd8/Two%20Line%20Of%20Sights.capx?dl=0

  • https:// drive.google.com/open?id=0Bzy8n1DGExZvOEVidGRXLUc0WHc <---remove the space after the https://

    Here is what I am working on, both methods that were proposed work, but if the leftPlayer and the rightPlayer switch sides it ceases to work properly. I think I may have to make four different "if" statements depending which sides them players are at to get it to =work right

    Thanks for all of the help.

    The game has to be controlled with a controller for the record...

    Hi,

    When you say if the switch sides ceases to work properly what you mean with that can you be more specific, because is working here on my side in the capx I provided you, if I didn't understand wrong the goal was to center the middle object in the center between left object and right object at every thick, is that correct?

    if not can you explain more what you trying to accomplish will be easier for someone to give you the right help

  • bizzy401

    Maybe something like this, you can drag the objects and see

    Capx: https://www.dropbox.com/s/3v44fg3tf35ihs3/TheMiddle_Object.capx?dl=0

  • Greaver

    Yw sir, Im glad it helped you

  • Greaver

    You can do it swell by checking the distance maybe looks cleaner and easier to read the events:

    Here are a few Examples:

    https://www.dropbox.com/s/v6u3v1xaac8yao6/Diferent%20Options.capx?dl=0

  • > Greaver

    >

    > Capx: https://www.dropbox.com/s/31xgr61zygs4dqk/shoot%20to%20angle2.capx?dl=0

    >

    > You can also do the same with just two line of sight

    >

    > line of sight 1 range to ( wich ever you like to star following) the player

    >

    > line of sight 2 range to (100) to trigger the attack

    >

    Hey there! Thanks for taking ur time, but the sample u provided has few errors. If u just jump behind the enemy, he stops.. And he is always moving towards the character no matter distance, we need it via LOS.

    I will try 2 different line of sights, maybe that helps. But i still need help with this however.

    With two Line Of Sight Capx:

    https://www.dropbox.com/s/eg64fvd0psq5qd8/Two%20Line%20Of%20Sights.capx?dl=0

    Sorry about the distance to start following the player my fault I did it quick just to give you an idea.

    About the second error is not really an error it meant to be to stop the enemy going crazy when is at the same x & y of the player, I left it open now so you can see why I did that, when the enemies starts to follow the player and the player stops at the same x, y you will see how starts going crazy. let me know if it helps

  • dropbox.com/s/tgpzttw21lfduqu/prototype.capx

    please help here is the capx

    hi, im not sure if you really need it that variable: jumpheight for something but I didnt use it.

    As 99Instances2Go explained see if this can help you

    https://www.dropbox.com/s/246ypr7onzutw12/JumpPlataform.capx?dl=0

  • > Sprite:VALUE=1 -> SUM_VAL = Sprite.PickedCount

    >

    Sweet. I don't even understand how this works but thank you.

    Here is one example :

    Capx: https://www.dropbox.com/s/irznaydpqhbtvx9/Total%20Sum.capx?dl=0