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  • I ran into this issue as well recently. I can't remember exactly what I was working on, but I did like Colludium did and just set the array.at to a variable and used the variable to compare.

    I tried recreating it in a blank capx and I couldn't get it to happen so I assumed it was something else in my project. One thing was, I remember it being an older project that was started in a much earlier version of Construct 2.

  • Not sure if it will help, but I was planning on doing a Contra course, but the controls got so crazy that I decided to abandon it as it was far from beginner. Here is the capx of what I had done so far. Most of the controls are working, so maybe you can learn something from it.

    https://www.dropbox.com/s/btbantlrd4eo6q2/contra.capx

  • No problem and if you need to get a positive value from the meter you can use abs(power) to make it positive and int(abs(power)) to make it a positive int value :).

    Good luck.

  • Like this?

    https://www.dropbox.com/s/sr0ip6y8y4qbru5/meter-angle.capx

    The trick is not using 270, but -90

  • Have you checked your firewall/router settings to make sure you have the port open you need to connect to the server?

  • Remember angles go like this:

    East = 0

    South = 90

    West = 180

    North = 270

    So if it starts at 180, it can't move "Up" to 90.

  • No problem. Changing the dt * 100 will make the meter go faster (larger number) or slower (smaller number).

    Good luck.

  • There are 2 visual studios you work with when dealing with Windows 8. One for windows 8 and one for Windows Phone 8.

    Are you exporting your project to Windows 8, or Windows Phone 8?

    My guess is exporting to Windows 8 works with the free version, but not exporting to windows phone 8.

  • Any chance of Ejecta-X getting the same treatment for Android releases? :).

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  • Here is what I do.

    (You can play around with the below resolutions depending on what your are going for. I tend to make everything at 960x640. Just add 150 or so pixels to both)

    1. Make all your layouts 1100x800 (or 800x1100).

    2. Make your window size 960x640 (ipad resolution).

    3. Create a sprite that is 960x640 and just make it a solid color. Set it's opactity to 50 or something. Put it at location 550x400.

    This sprite is going to act as your guide for your window size. Anything that should be seen in the window should be within this guide.

    4. On start of layout - Set ScrollX to 550, Set ScrollY to 400. (swap if doing portrait)

    Now, your background image should be 1100x800. You want the image to be something that is OK if you don't see all of it around the edges. For example in a pool game. the background could be the concrete around the pool, if you see less or more concrete, it's no big deal. Or just use a solid color.

    For fullscreen, if you are using CocoonJS, set to scale outer.

    Other platforms you will need to play with. Windows 8 believe scale outer works, windows 8 phone, lettbox scale works.

    Hope that helps. I have only used this on Static games screens (not games that scroll around a larger layout).

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ArcadEd

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