Reflextions's Recent Forum Activity

  • So I've built a somewhat decent trampoline function into my game that works good enough. But now I want to make angled trampolines. Imagine it at a 45 degree angle in a corner. I figured I could approach it similairly to how I've done it thus far, but regardless of what I put into Vector X, it has no effect on the player. Could their be any reason for this? I don't want to mess with bullet behavior because that messes with a bunch of other variables I need to be constant in this case.

    I need to apply a horizontal force based on player gravity, and angle. I have the algorithm figured out but I don't know by which means to execute it. Any ideas?

    Here is my trampoline code.

    <img src="https://dl.dropboxusercontent.com/u/44188718/Other/help2.png" border="0" />

    I wanted to set player.platform.vectorX in a similar fashion but it has no effect.

  • The download feature doesn't work for me either. Try putting it directly on the phone through itunes/ sd card

  • Nope, it?s free and open source.

    Check it out on impactjs.com/ejecta

    Cool, thanks.

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  • I'd suggest contacting Ludei about the issue.

    Will do, thanks.

    Well, it?s really easy to use and far more compatible with ios devices than cocoonjs. Plus, no cocoonjs loading screen, gamecenter and iap integration with the plugin and you can compile your own code easily, not needing to rely on the cloud system.

    They have webgl support already working but I haven?t tested it, because my game don?t use any of them.

    Sound just worked too. ;]

    Doesn't it cost $100 though? I can't drop that much to resolve one issue that may be otherwise solvable...

  • Did you encode .m4a versions of all your sounds?

    Yes, everything has a .m4a version.

    I would recomend trying Ejecta for iOS and using 0plus1?s plugin:

    https://www.scirra.com/forum/ejecta-thread_topic65300.html

    I'll look into, but I can't afford to be experimenting with entirely new distribution platforms this far in, there has to be an easier way.

  • I can't edit my post (I'm getting some error) but I get similar results w/ an iphone 4 w/ iOS 6.2.3

  • So this is an odd problem, and I have no idea what to do. I published my iOS game through cocoonJS then xcode and put the exact same build on two different devices. On the ipod touch 4th generation iOS 6.1, it gets about 20-30 frames. On the iphone 5th gen iOS 6.1.2, it gets 50-60fps, with some scaling issues I'm trying to work out... The problem is, there is no sound on the iphone. Whatsoever. So is it because the iOS or the iphone? Does anyone have any clue how to address this? I've restarted the device, I know it has sound, and the speaker was the source. So what gives?

    Any ideas :(

  • Can you not export the animation from flash?

  • You could fake it. But the power required to run such a system is beyond mobile hardware, right now. Maybe in five years.

    Have you seen games like infinity blade or injustice? These games give you console-like experiences on mobile devices. Look at fruit ninja even. Keep in mind we are in the 2D realm, physics is exponentially easier, there are four directions not 360?, there is no shading to account for, no super-advanced collisions, etc... When did I even mention mobile hardware?

    As I said, the emulations are mediocre at best, this is a game development engine, not a game engine to develop game engines.

  • I think this is a key component to any physics engine, and it would bring construct 2 miles above it's competitors. For example, When I shoot a wall w/ a rocket launcher, it should explode into a bunch of small pieces. When I shoot a laser through a block of wood, that block should be cut in half where the laser was shot.

    From what I can tell, this is not possible in C2, only mediocre emulations. Is there any hope of true destruction in C2?

  • Closing since no .capx is provided so we have no way to reproduce the problem. Please follow the bug reporting guidelines.

    Note if any .m4a files are missing from the project, preloading will fail. There shouldn't need to be a way to test if preloading failed, because there shouldn't be .m4a files missing from your project.

    As it is a commercial game, far in production I cannot share the capx. I do not feel invalidating peoples bug reports because they paid for and are trying to utilize your tool commercially is the appropriate way to handle things.

    On another note, the lack of m4a audio was the issue. But the loader layout seems to fail on ios.

  • Could you by any chance, link to this jam? Sounds interesting.

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Reflextions

Member since 8 Aug, 2012

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