Rable's Forum Posts

  • Hi,

    I would like to create an effect similar to what is displayed here : http://codepen.io/ollieRogers/pen/lfeLc

    i.e. viewing a video based on a slider.

    To do so, I created a sliderBar, a video and the following code :

    On sliderBar value change -- > set video playtime to sliderBar.value/30

    The code works nicely, but in Construct's preview (Chrome) the result can't be used because I have around 1 or 2 frames per second.

    My video's weight is about 3M in WebM, and 10 Mb in H.264 Mpeg4. (1280x1080 - 300 frames)

    Any idea of what could be wrong and if I can achieve a better result?

    Thanks!

  • Just to keep this updated, I created a new provisionning profile with Distribution / Ad Hoc instead of Development, here :

    https://developer.apple.com/account/ios ... ate.action

    and just updated this provisionning profile. The build was successful. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    EDIT

    grigrizljac

    Once you have a successful build, you can very easily install it on your mobile device via http://www.diawi.com/

    I've got my game running on my iPad! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Good luck <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • grigrizljac

    Thank you once again for your help.

    badwolf

    Thanks for your kind words!

  • Hello,

    I already have a game published on iOS, and I would like to have a playable build of my next game on my iPad.

    For some reason I am unable to achieve this. Builds keep failing in XDK, with the only hint being "An unexpected error occured while attempting to build the application."

    I created the icons, splash screens, a new app ID, new provisionning profile and took back the certificate I used for my previous game, as stated here : https://www.scirra.com/tutorials/1353/h ... lkphonegap

    So I have no idea of what's the problem and would like to know if any of you know a simple way to have a prototype running on a test device. I don't want to upload to the App Store right now, just be able to show the prototype in a professional way.

    Thanks!

  • I figured out where my problem was coming from. It seems to be a bug caused by the fact that I resized my character (the "bullet" + "scroll to" object) inside Construct 2. It works fine as long as it is a single sprite, but when you resize

    multiple sprites to make an animation, the sprite is suddenly bouncing against solids. It did so with bullet, but also 8 direction and even MoveTo (from rexrainbow ) behaviors, with or without "Poushoutsolid" behavior.

    Once the problem was identified, it was an easy fix. I just resized all the images in photoshop, and now it works fine.

    I'm glad I asked this because the PushOutSolids and MoveTo behaviors are really great! I'll probably use these rather than my old bullet solution.

  • Yes it's a top-down view. I think pathfinding is a good suggestion, I'll try that in a first time and see how it goes.

    Thanks for the help!

  • I'd like to make a character move on a Final Fantasy-like "wold map", but controlled by the mouse.

    To do this, I use Bullet behavior, and when the mouse button is down, I enable the bullet behavior in the angle between the character and the mouse position to make it move toward the cursor. Works wonder.

    My only problem is that I'd like my character to be stopped by background elements (trees, rocks, etc.) but I don't see an easy way to stop my bullet behavior when a collision is detected. There is a bounce off solids option, but it makes my object bounce (for some reason, even teleport away), and I just want it to stop, or rather, slide along the obstacle.

    The weird thing is, a few hours ago, the thing behaved just how I wanted to, and despite having the same events and same behavior, now the character truly teleports away from obstacle when touching one. :-/

    I just want it to slide smoothly along the obstacle like with the 8 directions behavior.

    Any idea of how to fix it, or is there another way to achieve this without using the bullet behavior?

  • zenox98

    No, this is to create a complete even, i.e. you have to define what's in it. What I mean is just to create a blank event, so it's much quicker to create. It is meant to be deleted 3 seconds later anyway.

    DrewMelton

    That's exactly what I'm doing, but a shortcut to create a blank event above will be much more time-efficient.

  • When I type to select an object (when creating an action or a condition), if I type "sorcerer" and I have two objects "sorcerer" and "HPsorcerer", HPsorcerer will always come first, so that I am forced to still select it with my mouse despite I writed down the whole object name.

    In my opinion, the first results should be the objects which have their first letter the same as the first letter that I wrote down, not the objects which names come first in the alphabetical order.

    This would avoid me to have "enemyTouchBox" come first when I write "touch", and thus to have me grab my mouse to double click on it, while I could otherwise just press enter.

  • This is something that would be very useful to me, but I can't find the keyboard shortcut in the manual.

    If I have a whole bunch of event copied and just want to copy them on the same level than a subevent.

    Or if I want to make some event the subevents of what's in the clipboard, I could just create a blank sub-event above, copy my clipboard event below it, delete the blank sub-event, then move the previously existing events to subevents of what I just pasted.

    Not sure this is clear, but anyway, this would definitely save time in the event sheets.

  • Sounds good, thanks a lot! I'll try it immediately.

    I should definitely start to learn such tricks! ^^'

  • Hi everyone,

    I would like to add the health (instance variable) of all the instances of one object type into one variable.

    More specifically, I would like to do

    Set totalHealth to enemy(IID#0).health+enemy(IID#1).health+enemy(IID#2).health

    But I don't think it works this way. The only way I can think of is to pick each instance separately, and save the enemy's health into a local variable, do this 3 times, then add every value to each other...

    Is there any way to do this more easily, using a code similar to the one I described above?

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  • Hi shimo,

    I'm afraid the black screen problem could not be avoided if you are using Intel XDK. :/

    At least Healer Quest released a few days ago, and I still have the black screen on both iOS and Android.

    But BTW, if you have 50 or 60Mb of music, be sure to test if you will be able to publish your game!!

    Here is why :

    Android and iOS both have a limited size for upload. IIRC this is 50Mb for one platform, 60 Mb for the other.

    If your complete game is more than that, I doubt you will be able to upload it. Other games use packages to be able to go over this limit, but while using Construct 2, you can't use these packages. At least this is the conclusion I've come to while asking for this on this forum. The result is that you are simply limited to the basic size of the platform (50 or 60 Mb)

    And the next bad news... If you plan to make a Crosswalk build using Intel XDK, there are 16Mb that will be added to your file, so you could consider that you're stuck within 34 Mb limitation, I'm afraid.

    Of course I could be wrong. I may have missed something, or maybe additional packages could now be used with Construct 2, but please make sure to test an upload to the store to avoid being in the same situation I was a few month ago. I really, really struggled from these limitations.

    Feel free to ask if you have more questions. Good luck!

  • TiAm

    Thanks!

    If you remember, you're in the thanks of the credits, too.

  • Thanks for the report. Indeed the game needs iPad Mini 2, 3, iPad Air, Air 2, iPhone 5 or more to run on iOS devices.