GeometriX's Recent Forum Activity

  • Awesome, thanks I must've missed the inclusion of proper textures using the animation editor; I thought the preferred method was with model materials. It's working perfectly now!

  • It's not that you can only use it once, just that it only needs to be loaded once. You can use the functions as many times as you want. All you're saying when you load it is "this game uses functions", in the same way you'd add Touch, Browser, or Keyboard functionality.

  • First: Don't combine physics with any other movement-type behaviour. They clash, horribly. There are some workarounds but this is best left alone for now.

    Second: Create an event that says something like Object: On collision with other object -> Object Drag and Drop: Drop

  • UnixRoot, thanks for your suggestions, but as I said, I've already tried both. Neither has any effect.

    EDIT: I checked my video card settings and nothing is set to override filtering.

    EDIT 2: Tested on my laptop (completely different hardware), and it does the same thing. Test project is here if anyone can see what I'm doing wrong

  • QuaziGNRLnose, how do I disable texture filtering on an object, or for the entire project? I'm experimenting with low-poly 3D models that have pixel art-style textures, and I want to preserve the pixelation in those textures. I've tried all of the options in Q3Model > Set filtering, but nothing seems to change. Likewise I've set the project settings to point sampling with all quality options set to low, and disabled AA in Q3Master. No luck

  • Hi cranberrygame, I'm having some trouble getting the push notifications to work

    I've gone through the whole process of setting up PushWoosh and GMC, inserted the APIs and codes and everything, but notifications just don't come through. Is there a plugin that I need to enable in Intel XDK, or anything that's not mentioned in document that comes with the plugin?

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  • lemo Try this on your phone: https://dl.dropboxusercontent.com/u/145 ... index.html

    The event is just System: Every tick | Compass: Set angle to Touch.Alpha-90 degrees

    Not sure why it's offset by 90 degrees, but hey, it works. I tested it with a real compass right beside and it's very consistent.

    I can read values across the range, 0-360. It sometimes lags a bit if I turn quickly, but it always finds itself after a second or two.

  • lemo, it might be interpolating the values. Personally, I haven't found an occasion where that factor is so destructive that I can't work around it, considering that its most typical usage scenario would be character movement. I'm not sure what you mean by the numbers not being "proportional", though.

    I'd hazard to guess that this lag has more to do with the fact that accelerometers/gyroscopes aren't digital devices. They're analogue (albeit tiny): there's physical motion that has to happen to determine a phone's orientation.

    Depending on your phone, the polling rate for the accelerometer might be quick or slow. I tested mine (Galaxy S3) and it takes about a second to "catch up" from 90 to 0 degrees.

    I haven't seen a phone-based compass that behaves in the way you're describing - practically instant, right? Do you have an example app that you could link to? I don't know if C2 can even access a phone's compass, but I doubt that'd be too much of a challenge for a plugin to handle.

    EDIT: Actually, I'm mistaken. Alpha does read the actual, absolute, compass heading. Not sure why I thought otherwise, but it seems to work pretty well for me.

  • Oh, cheers, good to know. I'll put together a bug report when I get a chance. This is obviously not right.

  • Replying here after I was tagged in that old thread. Not sure how helpful this'll be but this is how I do it.

    • Alpha works kind-of like a compass, it's the rotation along the Z-axis of the phone. But it's not absolute, like a real compass. It resets its heading every time the app starts up. So 0 will always mean "the phone is pointing forwards". 180 means "the phone is pointing backwards."
    • Beta is the front/back swivel of the phone. A negative value means that the phone is tilted forwards. A positive value means that it's tilted backwards.
    • Gamma is the side-to-side swivel of the phone. A negative value means that the phone is tilted to the left. A positive value means that it's tilted to the right.

    Using these values you can determine if a phone is upside-down (gamma -180), lying face-up (gamma 0), is held upright (beta 90), and so on.

    Easiest example is using a tilt forwards/backwards/left/right mechanism to control a character on the screen. To do this, you want to figure out the angle that the character will move towards. Easiest way to do this is to use Construct's angle expression Angle(X1,Y1,X2,Y2) to determine the angle from the starting point to where you want to go. In our case, the starting point will always be 0,0. You're not moving a character from an actual place on the screen, just trying to figure out which angle it should face. Its position isn't important.

    Our expression therefore becomes angle(0,0,touch.Gamma,touch.Beta). You use the gamma value as the X, and the beta value as the Y. Doing it this way you're plotting a position on an arbitrary cartesian plane based on the values you receive from the touch object.

    Super important: find an initial offset when you start your app, and add/subtract it from your touch values when using them. If the player starts a game with their phone slightly tilted up, or entirely upside-down (maybe they're lying down), you need to take this into account. The touch values assume a phone is lying completely flat, and the whole thing is very twitchy. Best not to use the touch values directly for player input: smooth them out a bit first.

  • I have the same problem. It's always a smart banner the first time it loads, thereafter it's correctly sized. Haven't found a way to fix it.

  • I guess it comes down to "I'm doing what I perceive to be right, based on the level design language, but it just doesn't feel right." Sure, I could get used to the controls, but they don't feel correct right off the bat, and that'll alienate a lot of players. You must feel that too, otherwise you wouldn't have asked for input about the controls. You get that it feels a bit off. Losing players early to a game that just doesn't feel quite right is bad - these players won't say "this game sucks", or anything that's even close to helpful for you, they'll simply stop playing it.

    That's what happened to me. I got to level two, died in one of the fires, and then felt "eh, I'm done".

    With regards to the turnaround animation, I can't get it to fire unless I hold down both buttons at the same time. I don't want a stop and turn, I want a quick turn that feels fluid and doesn't kill all momentum. You have that animation in there, it's like the Prince of Persia animation, but it doesn't trigger when I'd expect it to.

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GeometriX

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