part12studios's Forum Posts

  • how do margins work? i do understand physics being physics in game will never be 100% tight.. i don't even mind a little overshoot but right now it's pretty much 100% overshoot.. perfectly going back and forth.. never getting closer to the target.

  • is there some kind of math formula that could make a value increase at some exponential level? my math fails me at this level..

    it feels like it needs to be more of a curve.. not an even slope of impulse but rather more gradual bell curve.. i want MORE impulse as it gets further away but much less as it gets closer.. even some possibly negative impulse to slow down the travel to the destination point.

  • ok so using the clamp approach worked but ultimately has the same result.. a sign wave effect.. the target overshoots the destination and comes back then overshoots again.. makeing the number bigger or smaller just makes the wave action less tight.. 100 50 or even 5 make no difference.. but going to 500 for example makes the width wider.. but no less "overshot" like smaller values.. just slower..

    maybe some kind of increase of "counter impulse" should go on as it gets closer to the center point? but it seems like if maybe the impulse just cuts down..

    friction seems to have no effect on this either.. i thought higher friction might make it take more impulse to move but it seems to have no "slowing" effect.

  • that's awesome. i've not used clamp before. will research that some for sure. Thanks!

  • Hi everyone, I have a simple test where i want to do a kind of spy hunter style driving game but i want to move the vehicle around with physics not just "move to" stuff. I'm having some success but the biggest problem is that i can't figure out how to slow down the approach?

    my basic approach at this point is to compare the Y of the destination and the object.. this pic below is the basic approach but i did one better where i made the distance value be a variable to the impulse, but it didn't seem to make much difference. the idea being the further away it was from it's destination the more impulse and as it got closer less impulse.. but it would still effectively overshoot about the same.

    basically what happens is the object just keeps going back and forth overshooting the destination. like a sine wave behavior.. up down up down..

    I've been banging my head at this for awhile before i came to the forum. this is just Y but i believe if i can get this behavior under control i'll be able to apply the same to X. Just understanding how to throttle directional speed with impulse effectively.

    Thanks!

    Caleb

  • Thanks for the replies, it's great to know. Yea unity3d (even playmaker) is really no fun to work with for me. I enjoy Construct game making. I just don't understand why it's all that hard to make a 3D version of Construct.. we have everything needed to make games.. so we add a z axis.. is that really such a huge leap from x and y? I'm not even saying it has to be able to do complete 3D.. even if it were just something "2.5D" where you could tilt the viewing plain and insert 3d assets to move around effectively still a 2D game.. oh well.. someday someone will come up with a product that can do this and be easy to use like Construct.

  • Has anyone released anything using this plugin? I tinkered with it some but didn't know how viable it was to invest time in figuring it out without having some idea of what people are doing with it? Are folks able to port to mobile apps with this or perhaps it's reliant on browsers to interact with correctly?

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  • yes thank you for that insight! It was the worker option. I didn't even notice the advanced options as it was a collapsed set of choices. with Worker unchecked it displayed fine on iOS device.

    Sincerely,

    Caleb

  • yea i used 164. how do i know "worker mode". i've not seen that option anywhere that I know of. How can i fix that? or should i just wait for 165?

  • I've done a fair amount of troubleshooting for this. i had a working multi touch demo and then applied the same rules to a new project and the project works like it should for pc.. but when i open it in safari and chrome on an iPhone 6s plus.

    I was able to view the game on my android phone via chrome. my game has nothing but a few primitives.. it's not using a lot of memory that I can tell

    part12studios.com/temp/Misc/touchtest/touchtest20

    I mean I disabled all of the event sheet stuff.. removed every item from the layout and it still screwed up. I'm just not sure if there is some silly little trick

    I would imagine that disabling events is the same as deleting them from it right?

  • very cool! yea thought i could get away with not using a sprite on the screen and just based it on X or Y coordinates but this works well. Also yea I was in my more recent but ultimately unsuccessful attempt I was trying something similar with just one item because i could simulate a multitouch like this:

    part12studios.com/temp/Misc/touchtest/touchtest08

    not perfect but at least i could get unique IDs showing on multiple touches.. but things broke down when i tried my own logic there. Thanks for this solution! I've been kinda blocked on it all day.

    Nice to finally get a grasp of how the multi touch works in more ways than one.

    Thanks!

    Caleb

  • Ok so I worked on my game with your touch stuff.. and it's "working" on a certain level but where mine varies from your example.. you have a single touch object.. i have two paddles that should be able to freely move on each side.

    You can see what happens in my example below. if you start touching on the left side.. and then press right side it is the left side reds.. if you touch on the right side then the left side spawns blues..

    here is what i have so far (test with touch device)

    part12studios.com/temp/Misc/touchtest/touchtest05

    the trouble i'm having is that i need to clearly distinguish two different paddles.. your example has a single "touchpoint" where I have two.

    once approach I haven't tried yet though might be to have a single "touchpoint" / "paddle" and based on the X coordinate determine perhaps a frame of animation to jump too.. still a few options but i'm trying to stick as close to your working example..

    I can't help but feel like i'm missing one small step in the whole thing to keep this from happening, but i'm in unfamiliar territory with multi touch and it's a bit tough to test quickly.. having to make exports and uploads to web site to really test.

  • So also depending on the order of things.. like just clicking the play (build) button i get this too.. but if i try to archive, that's when I get the nasty other issue.

    https://drive.google.com/open?id=1QOJp9Ucg_onhIXe55VRJaGN9J6R-2yXU

    Completely blowing out my certs and provisioning stuff.. maybe i have to choose app store instead of ad hoc? I'm just not sure.. lots of options and i'm just not sure what to do.

    Thanks,

    Caleb

  • Hi everyone, I'm pretty proud that i've been able to get xcode to work (gave up on phonegap because i couldn't find a way to update the icons for it) and so far i have been able to:

    - export to xcode

    - import the project to xcode

    - test apps on my physical phone (told there is a bug with the simulators)

    but now it's time to move to testflight.. to do so I'm told to select Generic iOS device and do archive, but when I do this and click build I get a build fail and this error:

    https://drive.google.com/open?id=1WYgGBwS6yt2b2ZELPAze8zPSvIiuuk4O

    I'm really not sure what they are asking me to change.. the build settings is a matrix of confusion and options that i really don't understand. i did my best to try some stuff but nothing seems to matter.

    Is this how people publish to iOS or are people using Cordova/PhoneGap? If people are using cordova where do you go in to insert / embed the various custom icons needed for iOS devices?

  • Awesome, yea i'll definitely give that a go. I'm in the middle of iOS certification hell but i see the light at the end of the tunnel.. once my head is wrapped around that and have a working pipeline i'm going to tackle this!

    Yea it will be interesting to see how it works. in my case the game has no paddle.. you run your finger in a swiping gesture to make a series of temporary barriers.. it was an old gamesalad game i made years ago and that game eventually just died / removed from store because it wasn't getting updated (i wasn't using gamesalad) so I wanted to revisit it with Construct.

    youtube.com/watch