kingpirux's Forum Posts

  • Exactly, To do that, the car is made with many parts atached one to the other, so you actually see those parts forcin one with the other, with that i had the problem that a big racing car was hard to recreate using the limited resources in construct (computer resources, the game becomes too slow if i add too many parts with physics atached one to the other) so turned to boat or rocket kind car.

    Tthe difference is mainly where the forces are aplied, in a car the force comes from the front or the wheels, in a boat or a rocket it comes fron the center, any force in the laterals will make the "ship" turn and move.

    In cars rotate will be like having self torque in each wheel (like a 4x4 or Hummer) but again, a car is more solid, so the torque should be aplied 4 times (2x side), that's more computing, and it will be absurdly easy, so the ship will be able to do a 180º turn in a sec without problem even if a rock is hiting it from a side.-

    in a rocket the problem comes with stability, since the smallest push in the center will change his direction

    This time, it's stupidly hard, making the ship revolve crazy if an asteroid hits the center or the nose.

    At the beggining of the proyect, this game was rocket kind, but recently i realized that it was extremly hard to turn, so i added an invisible force in the oposite direction in the exact point in the other side (just like adjusting a screw)

    Now, for the gameplay sake, if i apply that theory in the right way, in the center of balance, i will need thousand parts to make it feel different from one ship to the other or limit it to some ships because the rest will be directly wrong.

    ¿how this can become an asteroids game, with constructing ships, tunning and at the same time har to master original controls?

    we'll see that in the next chapter xD...

  • you are welcome to ask! i wanted to create a devlog but i don't have much time.

    Exactly, the diffuclt part is to balance the mechanics of the game with my emotion and sensations objective.

    For example, i want to create the sensation of brutality and speed in the user controls, for that, i used a well known metod: the speed grip and camera movement.

    The user must use this grip to speedup the ship, higher means faster, if the grip is under the -5% of maximum speed it stops. This way, the user have total control of the ship but at the same time feels the streght of gravity since it fight against the force of gravity.

    There are a lot of work to adjust just that, the grip lever. I tryed a lot of different controls, from the most basic joystick, a complete smartphone sensors control, butons for instant speed and finally this one, that makes me feel just as i wanted, as flying a strong fast spaceship.

  • A more close view in the gameplay idea:

    https://youtu.be/bm_Bcw8Yb_8

    Hi! my frist time publishing here my work in progress <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> since its not ready yet, ill just upload a few screenshots

    The graphics are made by me, Rokuro and the UI is done like a collashe using "custom loadscreen hd" and "The Device" all from

    The game is about armored mining BattleShips, simple but with some crazy controls that makes you feel being in the ship or at least controling it far away. Im focusing in the user experience right now, and is quite hard D: it took at least 4 months.

  • o i fixed the problem, actually there are some rules in the name of the product, all smallcaps, no spanish letters, avoid spaces and simbols, etc... with that it goes ok!

    an other thing, when somebody purchase something, it could take up to 48 hs to become active and some times the "Purchased" is not triggered, so is good to warn that and create a "restore purchases" every time the game starts.

  • besides the Humble Bundle, it could be cool if construct2 becomes part of the Indie Game Maker Contest contest.gamedevfort.com

  • it still not working... it keeps showing the "authentication required".....

    .... i can't belive that the problem was Google. "Authentication Required" is for the ID of the product, not for the user -_-'' i had wrong ID in the game, when changed, it worked... If i get more info i'll share it.

  • Just F..k i had lost an entire week on this :I okey ill give it a try and tell thank you Noga !

  • i have a weird error "Autorization Required" always promp when using IAp, ¿did someone had the same problem?

  • im having the same problem. Did you find any solution?

  • im the only one with this problem? can't be...

  • Fatal Crash (restarts the entire phone) on Huawei Honor2 when turning the cellphone (from landscape to portrait or viceversa), only happends if Front To back is on, never had this problem before in any kind of game...

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  • i just added a bug report on this related to extreme dropdown in fps and glitched view.

    As far as i can see, in PC the fronttoback have a small difference with normal render, in my pc PhenomIIX4 with Radeon 6790 and W7. The difference is between 2-5 fps with normal games, and weird changes between 1-10 fps in heavy test (create 6000 objects with always jumping behaviour), the backtofront freezes in the jump instance, while fronttoback had 3 fps, so it's 3 frames better...

  • Problem Description

    Extreme fps dropdown and glitched view in android and some firefox explorers. Mostly in android.

    Attach a Capx

    heroesestudios.com/wavebout/barquitp.capx

    Description of Capx

    It plays Audio Analyser and creates a wave effect, but Fronttoback render destroys the image.

    Steps to Reproduce Bug

    • Play with FrontToBack in android or Firefox in a pc with intel hd3000
    • Use "Water Background" effect on TiledBackground2 and reproduce again

    Observed Result

    The image is glitched, the FrontToBack destroys the image, each time a movement is draw the image becomes noisy and trashed

    Also, if you add a single effect, it freezes in the first frame in some phones or redraws every frame glitched and in less than 10 fps.

    Expected Result

    Clean view

    Affected Browsers

    • Chrome: Only in Android
    • FireFox: Yes if the graphicboard is old (as far as i can see, this is the cause)
    • Internet Explorer: ABSOLOUTLY USELESS, it doesn't use effects, audio and it doesn't take collision poligons...

    Operating System and Service Pack

    PC: PhenomIIX4 with Radeon 6790 and Windows 7.1

    Cell: Huawei Honor2 Android 4.0

    Construct 2 Version ID

    r208 beta

  • I agree, but to make it clear for the community and scirra (they like simple stuff)

    Expected behaviour:

    • Drag SHOULD ONLY start if Mouse is hold and moves or it is hold in the same place for a sec, click and double click shouldn't trigger drag.
    • "Is Dragging" shouldn't start if i do just a click (release the button in less than a sec)

    Put something like that in the description.

  • what you mean is: if the object is not moving and it was a single click and release then "Is dragging" should not be triggered, but if the mouse click holds for a sec then "is dragging"?