part12studios's Recent Forum Activity

  • Bump. It seems there is some math in there that is needed to give a "create object" action the right X and Y coordinates.

    What I need to figure out is how to find out how many pixels something is. If it's facing 45 degrees to the left.. how would I calculate how many pixels (x and y) relative to the root object.

    In gamesalad there was an option of going "global" or "relative" which helped distinguish pixel coordinates. I'm not aware of how Construct 2 would handle distinguishing the two.

  • Hi there,

    I had a game I did in GameSalad that I'm recreating with Construct 2. The original system I had which I really liked is giving me some trouble when I try it in C2. So it's something like this:

    I have a spawner object.. i want to place this object (multiple ones for that matter) and each of these spawner objects would instantiate the game objects relative to the angle and position of these spawner objects.

    I was thinking about containers, but I've only used containers in very limited ways till now with one easy object.. but in this case I'm dealing with objects on multiple layers and such..

    Here is a working example of what I'm talking about..

    There is a floor to the truck.. there are two invisible colliders on the left and right sides to guide the boxes and a canopy layer which becomes transparent when boxes are inside..

    to some degree i could hard code things to appear and disappear but i would like to make it more modular so I can easily move those spawn points where ever and whatever angle.. I just don't know how to best approach it.

    Here is what I have so far.. if you hit the green button you'll be able to reset and see how randomly changing the spawn angle of the black bar greatly distorts the positions of the other parts.. but if you click enough it will be facing vertically and then everything is lined up as it should be

    http://part12studios.com/temp/FredExTrouble1/

    Thanks!

    Caleb

  • Ok so I did some more testing and I got CocoonJS to load, but the functionality of Clay,IO failed to load on iOS for me. Is there some trick I'm not aware of? I've emailed the Clay.IO guys about the issue with iOS. I'm wondering if anyone else is experiencing this issue?

    I really like working with Clay.. I just want to be sure that 1, it's possible for iOS and 2, if it is how can I troubleshoot this kind of issue?

    Thanks

    Caleb

  • GoGugutiGames hmmm interesting.. even if you have privacy policy on? I'm surprised it's restricting that.. I'll have to ask my local MS rep what he knows about that when I get to that point

    How has your testing on iOS been? When I load a game on my phone it just does splash screen, then all black.. if i then remove the clayio plugin the app loads just fine.. i've emailed clayio support about this because it seems the lockup happens at load time.. before any clayio functions are called.. in the first scene i just have a preload/splash screen with no clayio calls..

    dashboard message where? is the message from clayio, C2 or microsoft dev center?

    I'm using Ejecta 1.5 as my wrapper for iOS.

    Thanks!

    Caleb

  • very cool, i was able to test a build on android today and that worked.. the login popup was a bit large though and difficult to log into because the password appears behind the keyboard on my Galaxy S4.. will have to install the fb app to see if having that installed makes authenticating easier.

    unfortunately with iOS, i'm currently getting a black screen when I load though, but i'm testing out some stuff to see if it's something else causing the hangup.. and it seems that the clay.io plugin is causing the problem. as soon as I removed the clay.io plugin, the app worked again.. Now to try and update the plugin to be 100% sure I have the latest one.

    GoGugutiGames what do you mean by win8 local system? what fails to work exactly? I publish to WIn8/WP8 and 8.1 so I'm definitely interested in knowing why it doesn't jive..

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  • PixelRebirth hey I was just curious about the expression comment you made before to get modal stuff to work. How exactly would I call on that expression. I'm having trouble figuring out how i would access this by expression..

    I've been working on Clay.IO a bunch today and it's going pretty well though I am having some trouble getting it to fire off when certain events happen.. like "fetch achievements". I was wanting to add a "loading" text behind the popup for slower connections so they know something is going on.. but it isn't working for me. I'm wondering if using expressions might give me better results.

    Thanks!

    Caleb

  • Hi there,

    I floundered a bit getting twitter for C2 to work with the standard C2 Twitter object, which I understand is in beta testing right now, thus its' not really official yet.. so I'm

    I've posted a similar question before about Clay.IO in general, but I want to be more specific this time. My hope/dream is that clay works across all platforms.. WP8.. Android... IOS.. .etc..

    I feel comfortable now making games reach lots of platforms for web and mobile, but the real mystery now is questioning if there is true cross platform solution for social features.. leaderboards.. etc.. i know there are some solutions out there like game center and google play's thing.. but these tend to be still pretty limited.. not supporting everything but only 1-2 platforms..

    On a side note, my intention of doing this will not just be for me. I want to make a very clear and thorough tutorial for the community compiling what I learn about the down and dirty truth about making games with whatever tech is out there that is as cross platform as possible.

    Thanks,

    Caleb

  • oh yea i see what you mean.. i guess that does make sense... but yea if that is what he's proposing I'd be concerned about the same things.

    Regardless I'm sure some value could come from knowing how he does it.

    I also just learned that Twitter is in beta, so it's not in the manual.. though I don't agree with that exactly.. at least have an beta chapter of the manual so we can still find out exactly what does what.. sure i can see official tutorials lacking since things would likely change / improve before going over as a stable feature.. but yea knowing it's not official, I may actually start looking at how to publish to facebook and if it's possible to post to facebook from C2 mobile apps. My partner (real coder) has a lot of fb experience isn't sure C2 has the means to get all the token/authentication stuff.. I'm hoping he's wrong.

    The other thing is to try (again) with Clay.IO It seems like an INCREDIBLE platform to cover all the bases.. and maybe even be truly cross platform, but last time i checked a few months back it seemed like virtually no one is actually using it with C2.. which is concerning. You would think a plugin like this would solve so many things.. leaderboards.. achievements... IAP.. facebook... twitter... etc..

  • hmm that's unfortunate, since it seems like if it's in beta they could still outline stuff enough to have people try it right? I could understand not giving official tutorials though.. that is understandable since things would likely change, but it would still be nice to know what things are.

    Still E Bear, thanks for the insight! I didn't realize twitter was in beta. d

  • Hi there,

    I was looking through the manual to get a breakdown of what all of the events and behaviors really mean. I see there is one for Facebook. Something similar I would think should be there for twitter. IIRC it's a standard plugin, not one I had to go seek out. Is there something out there I'm not seeing in the manual?

    Thanks,

    Caleb

  • MrGoatsnake thanks, i have a better version to push soon for various android.. i refined the touch controls.. before especially on my iphone 4s.. you had to really touch the light perfect to grab it.. now its waaaay easier to grab.. while still having the collision of the wall be more forgiving and easier to grab the voids and lights..

    i'm curious about that guys comment on the tutorial about doing things more object oriented.

  • MrGoatsnake thanks for the offer. right now i'm just testing local, but you reminded me i should try online and in that situation it doesn't lock up.. i'm testing twitter on a simpler game for now http://part12studios.com/temp/VoiderTwitter/

    you should see the twitter post link when the game over popup concerned.. i had to add the game over popup so it needs a little more work though.. but yea once i get this game working I'll get twitter in Bee Active next.

    I was holding off testing twitter on all the other platforms until i knew I at least had the web version working perfectly. Not sure I'll have much time today to fix it but it seems interesting that twitter will post a full message the first time, but the 2nd time it just displays "Text".. so something must need to be reset or something..

    I'll probably test android next once i know the web version is working. I'm just testing on Chrome right now, but naturally testing on other major browsers will be important.

    My goal in figuring out twitter is to offer a grand twitter tutorial that really explains it for all platforms. It seems like the twitter tutorials out there on the Scirra site are all pretty narrow in scope.

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