part12studios's Recent Forum Activity

  • Hi there,

    Thanks first of all for the great help so far from everyone! This has really given me a lot of confidence to see this game engine through to make something serious with it.

    Now I'm faced with a new challenge that is probably very easy, but its just not clicking for me.

    I have an opening scene where i want an object on the bottom edge of the screen come up about 200 pixels and then stop. This can be a straight speed but would be great to have easing in/out.

    I can't seem to get what i want. Applying a behavior to the object doesn't work as i'd expect. using bullet might work, but bullet won't let me determine which direction i want it to go, instead it assumes to go right.

    8 direction would seem like a good candidate, but it also lacks any way that i can see to send a "move up" command without using the keyboard up arrow, which is not how I need it to be moved.

    My thought was to use a system/every tick to take current Y location + 1.. looping this till it reaches the right height..

    I'm used to being able to insert X and Y coordinates with variables, but it seems like the properties of objects in Construct 2 only allow numbers so I'm confused how you tell an object where it should be..

    All of my efforts are resulting in the object not moving except using Sine, which of course isn't what i'm looking for, but at least it was nice to see it move :)

    I saw this thread when searching, but this looks a little too much like coding for what I would imagine is probably pretty easy to do without coding. scirra.com/forum/using-lerp-and-timedelta-to-move-objects-over-time_topic44418.html

    thanks!

    Caleb

  • INVERT! that is what i didn't realize i could do in C2.. and Wink awesome example. :) thank you so much. the mouse over extra touch and timer usage is also very helpful!

    now back to it.. part12studios.com/promo/ctf/HTML5

    Thanks!

    Caleb

  • Wink thanks for the tips! That makes sense and yea i've tended to make for mobile first, but yea for my more recent projects I've been interested in targeting Nook, Kindle Fire, Windows 8, Mac, PC.. basically resolution of 1024x600 and up.

    so does anyone know if we do a "retina graphics" style approach where say you put graphics in that are x2 bigger than the smallest rez.. say like wink's example of 1368x768 is the biggest rez.. but i build the game for 1024x600 (actually 1024x575 is the scale down size ratio, with a hair of black border above and below)

    since the source art is 1368x768, would then upsizing the game size be painless?

    thanks!

    Caleb

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  • Hi there,

    So I'm working on a test game to see how i would make a game i'm currently building with gamesalad in Construct2.. so far so good, but i quickly discovered some questions about how to update the state of something..

    i'm making a button toggle when touched. i spawn a new graphic when its touched over the old one (might not be the best way).. but the problem i run into is when i lift my finger or mouse.. i can't figure out how to tell it to do something when released.. in this case display the "off" button graphic.

    none of the actions from what i can tell seem to offer the touch command a "when released" condition to meet, which i'm used to having in GameSalad. I know its possible, its just eluding me.

    i'm also using a global variable that i want to update from 0 to 1 and back to 0 based on if an object is currently being touched or not.. i think that will be remedied as well once i know how to properly track an "upon release" type of condition.

    Thanks!

    Caleb

  • jayderyu ok cool thanks!

    was mostly wondering wondering in general if there is a common rule of thumb.. i'm so new its hard to tell what the differences are or how significant the choices are, but that gives me a good perspective to branch out from!

    Thanks!

    Caleb

  • Hi there,

    Ok so there are a TON of template projects to consider when starting a new project.

    My question is, how expensive is the tradeoff when choosing one over another? how deep is this decision and how hard is it to change your mind later?

    Here is an example. I'm thinking of making a game for Windows 8, but i'm also thinking it should work for iPad and Android Tablets if possible.

    I have a windows 8 template but I would want to use AppMobi.. which has it's own template. Will i regret it later if i want to then publish for other devices? Or are the choices fairly superficial and easy to remove/tweak to allow more device publishing?

    Thanks!

    Caleb

  • looniegames thanks that is great. thanks for the insight!

    I have to wait till May to get my discount on a lumia 920.. then i'll be figuring out how to publish to windows phone 8. :)

    sincerely,

    Caleb

  • C-7 ok thanks for clarifying. My though is trying to be able to distinguish between a tablet screen 7-10" for example and a phone size screen 3-4"ish screens which obviously make a huge difference in terms of UI design.

    In a perfect world I would like to be able to detect screen size and offer UI that reflects the screen its displaying

    So one small bump, does anyone know if any of these solutions would work with Windows 8 / Windows 8 phone? i'm interested in this platform (among the others), but would like to know that a in app purchases are possible on this platform before I go all in.

    It sounds like there might be some options, but i just feel so inexperienced with these various turnkey solutions that I hate to make assumptions this early in the game

    Thanks!

    Caleb

  • Thanks for the good leads and insight! Yea honestly I can see a web approach (that runs well for mobile being great and i'm a big fan of cloud saving because anymore its hard to get into a game too much for mobile when you know someday you will get the data deleted and lose your progress.. especially for more involved games.

    I'll check into those options for sure. I really do like the browser approach. C-7 are you able to detect what browser they are on? obviously making a game for ipad and iphone 4s would seem to require some customization. How does that work?

    Its nice that there are some options, but a shame there isn't something more unified, but this is a bigger problem in general not just Construct 2

    are any of these options compatible with windows 8 / windows 8 phone?

    Thanks!

    Caleb

  • I'm new to this engine and many of the options for exporting sound cool, but leave me feeling uncertain about how folks are really doing things.

    I'm just wrapping my head around how to take what i do in Construct and bring it to various devices. I've published using GameSalad to iOS, Android and Windows 8

    I'm stoked to report that I was able to build at least an adhoc game for windows 8 which was really great, but now i'm looking a

    One of the weaknesses of GameSalad is that Android and Windows 8 are either paid apps or must be 100% free.

    I'm a big fan of cross platform games to help maximize efforts and offer products that are broad reaching. Is there an ideal platform / approach to reach Android, Windows 8, Facebook and Web for In App Purchasing? I realize iOS has it's own system, is this also full accessible (game center, IAP, etc) ?

    Sorry for such a big question, I'm just excited to dig into this platform more, I just want to be sure I understand "best practices" as soon as possible, or someone to be frank about what weaknesses the platform might have so I can realistically assess the pros and cons of migrating from GameSalad.

    I feel like I'm outgrowing GameSalad for numerous reasons. Thank you in advance for your insight.

    Sincerely,

    Caleb

  • yea that got me on the right track. at the start of the article they reference windows 8. zenox98 thank you so much!

    thanks,

    Caleb

  • Awesome trying it out!

    Thanks

    Caleb

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