part12studios's Forum Posts

  • Hi there,

    Ok so I have this game that really is best on 7"+ screens, but i think the reality is that because I'm doing android, it's going to run on phones and phones are a BIG market to leave out anyway, so here is my situation.

    This is a prototype of what i'm working on. http://part12studios.com/temp/FredexTest2/ in short you flick the boxes into the trucks.. this is meant to eventually be something more like my prior gamesalad version (that i'm remaking in C2)

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    the problem i have is that the trucks and boxes have to be so big for phones to be easy to pick up that when you play them on bigger screens, so much space is wasted because everything is way bigger than it needs to be on those screens. in this example

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    you can see i made it for the ipad.. this was my first prototype.. the problem is that if this were to be taken down to an iphone size screen those boxes would be very difficult to grab.

    So i'm trying to figure out a way in C2 to allow me to have the boxes be smaller, at a size that often would be tough to reliably grab on a touch screen.. i'd want to grab the closest one to my finger touch event, but its very likely that

    one thought was to do some kind of distance compare, but when i tried to imagine doing it, it seemed like a rabbit hole of uncertainty.. i just wouldn't know how to do a mass comparison.. the boxes could get numerous so the comparison would have to be each box independent of which one it is (there are 5 unique boxes, each with sub box classifications, icy, explosive, etc)

    another thought was to have some kind of "grip" sprite attached to each box, but my concern there is that since boxes would very likely have overlapping "grips" you'd grab multiples or grab the wrong one..

    So really i just would like it to be able to make it where i can only grab one box at a time and that i'm insuring I'm grabbing the "most right" box possible because the game gets pretty frantic so i could see players getting frustrated if they are finding they are unable to grab the box they want..

    Thanks!

    Caleb

  • oooooo i see.. sorry i didn't notice the small "image points" window. ok that makes sense. awesome! I'll definitely have to explore that more.

    Thanks!

    Caleb

  • wow that's really cool, but how do you add more than one image point on a sprite? from what i can tell, I can only have one in a given sprite. i don't see a way to add more image points to a single sprite. every time i click somewhere, the image point moves to that spot.

    this is really cool though. I can totally see how this would be a much smarter / organized way to group objects!

  • sorry, i corrected that.. incomplete sentence.

    here is what i am working to achieve http://part12studios.com/temp/FredexTest1/

    if you click the colored bars below the truck graphics you'll see they shift the direction of the truck associated with it..

    but my original vision was to make one truck spawner and one box object and have them be able to change on the fly based on a variable.. but i ended up having to break them up into completely unique spawners / truck objects..

    however you do bring up a good point.. the copy being created is set to 0 in my "object" layout. which is a layout i put all of my objects into so i can keep the game layout clean of a bunch of objects just sitting around on the side of the screen.. which leads to your next comment, which is definitely a new action to me.

    regarding "spawn another object".. i've never even noticed that.. that's cool. i see it, but i do wonder how would i then set the relative x and y of the newly spawned object?

    it offers an object, layer and image point, but the objects i'm creating must appear in very specific relative locations.. there is 5 parts to each truck.. the base.. the roof.. the left right and back colliders.. would i then an "on created" and set the x and y that way perhaps?

  • Ok so digging a little more, it just seems like the problem I'm trying to work through is this..

    I have found a solution, but I'm not happy with it because I think I'm just not getting something right..

    So what I found I had to do was at start of layout, set a global variable of the spawners current angle.. then i set the angle of the spawner to 0.. then i create the respective container objects so they are lined up properly with the spawner then quickly set the angle of the spawner to the global variable..

    this relies on some timers to wait for things to fire off in time so I'm a little concerned the logic might crack if a given device chokes for any given reason. i can't help but think there is a better way.

  • Hi there,

    I have run into this a few times and I could use some help on this once and for all. what i have is a base object that I want to face any direction. whatever direction this is facing creates an object offset and in that direction. below shows what I have that works

    however, if i take away that set angle to random and just turn the object to any angle on the screen.. the object insists on spawning vertical at angle 0..

    so what is happening is when this "set angle" action is fired off, then the created object (truck) respects the spawners angle and works great, but nothing I've tried seems to get the created object to simply honor the spawners actual position.

    I'm sure this is super simple, but I can't seem to find what that solution is. I just want the created object to go according to the actual angle of the spawner, not require some scripted position, because I will be doing a lot of level design and testing which would be easiest if I can just move my spawners around and set whatever angle in the layout and those positions work.

    I have several complicated ideas that may or may not work, but I suspect there is something much more simple here I can try.

    Thanks!

    Caleb

  • that's way cool to hear, though i'm definitely one of those people that would require it be a C2 plugin to make good use of it. anything outside of that would be outside of my skill level.

    but regardless I can totally live without those other features starting out. things can be internal also, like achievements and such, but obviously not as powerful as being able to share them with steam friends.. the big thing is just making sure something can actually make it to the store and not get rejected.

    Yes of course greenlight is another concern as well, but seeing the sheer number of games being released now, it seems the bar is getting lower for whatever reason. I know a number of developers here in Boston who are on steam now through early access.

    Thanks!

    Caleb

  • ok cool so you CAN just make an EXE and list it.

    but it seems there is no steam plugin right? I couldn't find anything in my googling.

    I'm surprised there isn't official steam support as an export option and/or behavior/plugin support to leverage that, but regardless it's great to hear it's possible to get something on steam!

  • I was reading this article http://www.develop-online.net/news/upda ... am/0194370 and it got me wondering how possible is it to reach steam with a C2 game?

    I imagine that there is some kind of API that steam provides developers and I don't see steam export as an option. However I realize NodeJS let's us make a proper EXE / APP file, but I imagine Steam requires more than you just uploading an EXE file.

    Has anyone published to Steam with C2?

    Thanks,

    Caleb

  • Yea reading this article http://www.develop-online.net/news/upda ... am/0194370 got me thinking what if C2 could be used through steam. I did not buy my C2 license through steam, in fact I didn't know C2 was available on steam, but yes I think it would be very very cool to be able to access the steam community when developing a C2 game that would ultimately be something targeted for Steam.

    Slightly off topic, but Is it even possible for a C2 game to be officially integrated into Steam like any other PC/Mac app? It would be great to know.

    Thanks!

    Caleb

  • well that's true I suppose, but reading it literally, I see it says "to navigate and view web pages". An iFrame would not allow you to get to anything except what I want them to get too. It would have no address bar. it would only go to a specific URL which means they can view, but not navigate. A more games page would only give links directly to the app store.

    However I do see how someone could technically make a say... kids app pointing to and then be a creep and swap out that pageforkids page which was one puppys and kittens and replace it with something unsavory..

    ----

    So I think that it will work IF I can bring up a URL that has no address bar. Something that prevents the user from seeing anything but what I link too (baked into the app). I want to at least try and see what happens. Worse case is that they reject it.

    So it goes back to the question. Is it possible (through ejecta/cocoonjs) to view a web page in the app without just summoning an external browser? I realize that phone gap can do it from what I've researched about leadbolt, however until iOS8 is out it seems that phone gap is going to continue to be undesirable because of performance concerns.

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  • so yea after some testing I see that iOS locks up when I go to a layout that has the pode iFrame in it. So this isn't going to be a good solution, unless someone knows if there is something I can do

    I'm using Ejecta.. Perhaps I should try CocoonJS.. I'm not doing anything fancy like IAP or game center/leaderboard stuff (though I have plans to try eventually)

    Thanks!

    Caleb

  • I did a little more digging around with this new update and seeing that Twitter has passed to become officially supported and documented as well as exploring leadbolt I came across the iframe plugin which I wasn't aware of previously.

    This should pretty much get the job done I believe. I can simply make a new layout that would display an iframe, although if this isn't something that works for mobile or other gotcha's that anyone reading this knows I'd love to find out before I get too deep into this

    this is the plugin I found / installed. SO far it seems to work well at least on chrome, but I haven't tried wrapping anything for mobile yet.

    Thanks!

    Caleb

  • I just learned about this plugin my self and will be testing it out this week. I'm very interested in it. I'll get back with you if I can confirm the issue.

  • exactly. I want to know how I can do that, if it's even possible. I want the user to stay inside my app but be able to see real URLs.

    For example a "more games" page on my web site can be updated on the fly and users who visit it will see the latest info rather than me baking in the information to a layout which would require updates any time i make a new game..

    when i use the "go to" browser action it opens an external browser which = 17+ for iOS no matter what else I mark.

    Really this issue seems to be isolated to iOS, but it's a significant platform so I'm looking to find a solution if there is one.

    My latest build has been modified avoid this 17+ mark by removing any "go to" actions and simply tell people to go to a URL, but we all know this is going to be much less effective than allowing them to surf to the location in their browser at that moment with a simple click.