part12studios's Forum Posts

  • Hi there,

    I'm doing something that uses the analog joysticks for the Ouya at first.

    I'm trying to show the joystick moving on the screen.

    my main focus is on figuring out how to properly capture / quantize the input for both joysticks on the X and Y..

    there is the compare axis, which offers some comparison, but it does't seem to really allow realtime comparison of ranges of value.. since we don't just want simple on / off in this case

    there don't seem to be any actions for "every tick" directly tied to the gamepad... now if i go to "compare to values" from the system i can see a few things as seen in this screenshot

    I just am not used to working with this kind of data.. I was able to capture -1 and +1 data but it seems to only offer X data.. i couldn't figure out how to get the Y data.. and then how to indicate if the data is from the Left or Right analog stick

    I attached the file too

    Thanks!

    Caleb

  • TwinTails I'll give that a try, thanks for the suggestion. yea i feel like maybe it's missing something like that.. maybe even destroy / recreate or something extreme like that might be what's needed..

    Thanks!

    Caleb

  • Hi there,

    I'm doing a class tomorrow night on Construct 2. I did this platformer at their request. Along the way I discovered how cool sliders could be to adjust variables so I wanted to include one to show them how to do it

    http://part12studios.com/temp/PlatformerClass1/

    the problem i'm running into is that when I click it with a mouse to drag the bar, i can still access the touch controllers but the game stops responding to keyboard inputs..

    this game uses the left and right arrow keys + the space bar for jumping. I just wasn't sure if there is some kind of "set focus" command that I can't find.

    1. run the game

    2. use the keyboard to see that you can move and jump and such

    3. change the gravity bar up top to any value

    4. notice that the keyboard stops responding.

    5. if it does respond try again because I do think I've seen it sometimes not "Catch" the first time.

    disclaimer (i know this capx is sloppy as hell, this is my first pass quick and dirty project, i plan on showing class how to properly organize their stuff in the process)

    Thanks!

    Caleb

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    ah ok that makes a ton of sense. I haven't done any NDA stuff yet so I didn't realize how that works. Glad to hear and yea man I saw your game. C-7 That's really amazing stuff you got going with the visuals for a C2 game. I'll wait for next steps with my communications with Steve to find out more. Thanks!

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    Hi everyone,

    So I just thought I'd reach out to here regarding Wii U publishing. I understand they have an HTML5 framework, but I don't understand what that means for C2 development. Does it mean they have a "CocoonJS" type of portal/wrapping service that handles all of this?

    I got the initial approval email, but it's not a full blown how too email, so I realize this might be premature, but I think its a good thread to get going because I was surprised how few threads came up searching for Wii U and there are zero entries in the manual or tutorial section on how to do this. I would be happy to change this once I understand the process myself.

    I have a ton of questions about the Wii U publishing:

    • can you test with a standard Wii U or is there a dev kit version of the Wii U that is needed? Heck do you "need" a Wii U at all (not saying that's a good idea, but I don't own one yet)
    • how do you test a game "exe" on a Wii U? I use dropbox with the Ouya, but that's because it's an android device. I'm not sure how (maybe USB?) it's done on a Wii U
    • is there a C2 plugin somewhere or other addition because I see no Wii U export option. Things like IAP and other important features come to mind that other C2 platforms have / require in order to successfully publish and monitize a game.
    • can / can't you do with Wii U regarding the hardware? Like the controller touch screen, vs TV.
    • How selective are they regarding the quality / scope / uniqueness of a given game. I'm trying to gauge how casual games can be to be accepted.
    • more.. but these are some of the biggest ones that come to mind

    Thanks!

    Caleb

  • awesome, I'm not at home with my Ouya, but do you have this as a trial, paid up front or totally free? I'm SUPER interested in knowing how to get IAP stuff to work with Ouya of course.

    I have another project.. a really quick one called "controller quest" I'm making and I want to add a donate button to test the IAP stuff.

    congratz again!

    Oh and on a side note, I got an semi-acceptance email from Nintendo for the Wii-U.. so now I have to find out what all that really means.

    Thanks,

    Caleb

  • Also, consider using the Ouya export option. I know it's not the same device but since they are both android, perhaps the 2.0.2 canvas+ will still wrap the game pad in a way that the shield can recognize.. worth a try at lest.

    Grimbarian what is your game? Awesome news.

    Also got a little exposure on the Ouya Support google hangout to share a little about it.

    Also Marco, later in the conversation talks about the "Compile Launcher", or at least I believe that's what he's referring too. I did it the old fashioned (slow) way only because I knew it worked and cue times were rarely more than 10min so it wasn't a huge hurdle for this game, but later games that get more involved and require deeper testing, I can see how this would become a problem.

  • ah right now i see what you mean.. yes so basically force just hovers right at 750.. + or - very cool.

  • LittleStain so the way you're doing it is every time the velocity hits 750 either way, subtract 100.. then i take it it just keeps going back up to 750, repeat.. that's cool. feels pretty steady from the testing I did

    newt ok cool yea that is nice. thanks! I'm bookmarking this sucker for deeper research for sure. I'd like to better understand the subject for sure. This class won't be that deep yes some real understanding of the math/theory behind solid platformer design would be really good to research before doing a serious project.

  • LittleStain yes that's nice so i see that 0 doesn't stop it, it still slows down gradually which is perfect.. i did some testing before but it seemed like it was much more drastic when I did it.. i must have been doing something different.

    jumping is weird.. but i'll do some more testing.. the other big thing is how to keep it from getting perpetually faster.. my attempts to throttle it make it very choppy..

    Thanks for your help on this subject!

  • newt thanks for the link but my question is specific to Construct 2 and how to achieve a smooth slow-down, not game design in general.

    If anyone has any pearls of wisdom on this, I'd love to hear your thoughts on it. However I think for times sake, I might go ahead and use the platformer behavior..

    I just found it to be useful when I was working on my box flicking game, to not use the drag and drop feature. It wasn't a lot of extra work but it allowed me to have better control over what happens when exactly.. which is the point, but i think the platformer behavior is pretty robust which is nice.

  • LittleStain well doing something that drastic would have really sudden stopping.. i'm looking for some easing to stop.

    yea it's just so i can show someone new how to construct interesting interactions.. and i think that showing them exactly what is happening will be a useful tool in building a game for them.

    also looking at the platform behavior.. they have a Max Speed. I'm wondering how that could be achieved. and max Fall Speed.

    here is the capx I have so far https://dl.dropboxusercontent.com/u/699 ... 0test.capx

    also like i was saying with point 3.. I'd be very interested in knowing how it could be done without physics, it's just the only way I would know how to do it, but at the same time this is going to be for beginners so I'm not trying to blow their minds with complex math equations.

    I'm trying to show how someone could get creative with Construct.. maybe explore double jumping, wall climbing perhaps. etc

    Thanks!

    Caleb

  • Hi everyone,

    So I have a Boston area class on Construct 2 that I'm giving. It's going to be a two hour crash course. I got a request to do a platformer and funny enough, of all the games I've made with C2, I've really not done much with platformers.

    Now I know how to do it for the most part with the traditional platformer behaviors and what not, but I wanted to really teach the class how C2 works without relying on premade behaviors. I want to take them through each of the steps of how the platformer is working..

    I checked out various tutorials out there, but they all seemed to rely on the platformer behavior. I'm also personally fond of building any game with basic components for greater control, so this is for me as much as the class and for anyone else who wants to control player movement better.

    I'm thinking something like a straight Super Mario platformer. I've already made a bit of progress on this. I have a guy jumping, you can see here http://part12studios.com/temp/platformer/ so here is the trouble i'm having:

    1. how to slow a guy down? I'm seeing that I can make a guy accelerate with no problem.. but then turning around becomes fight against momentum and also releasing a keypress results in unreliable deceleration

    2. how do i max movement. I tried some ways of monitoring velocity, but wasn't finding a good way to regulate velocity when things were going too fast.

    3. I used physics, but maybe doing a more controlled platformer is better using some other method to jump and such?

    Any advise / tips on this would be really helpful!

    Thanks

    Caleb

  • Thanks, it's been a crazy few days with some client work (non c2 stuff) a C2 class I'm giving in Boston this Thursday that I have to prepare for, family stuff and getting Bee Active updated..

    but the good news is that I can confirm the "on key pressed" is working as it should for me so I've already got some of the menu functionality back in the game.. but in-game stuff is still wonky..

  • nope nope, Grimbarian thanks for pushing for this. I just got lucky in my timing. 2.0.1 was great other than the control issue. I'm about to test a new version that assumes "on button pressed" works like it should now with 2.0.2 to restore some of functionality that i stripped out for times sake..

    The next big challenge for me is to get IAP working. I don't know if its easy or not.. i just haven't one any IAP stuff with C2 ever..

    and yea the system menu button is really no biggie since it's now used (wasn't always the case) for Ouya system functionality.. even if i could access it, i personally would leave it alone for that reason.