justifun's Forum Posts

  • add

    <preference name="fullscreen" value="true" />

    to config.xml

  • Another approach is to give the player a instance variable called "Flying" and set that to 1 whenever he's flying

    then check against that as needed.

    eg: if player "flying" = 1 then do this, Else do that.

    But with regards to the object not "overlapping" with the platform, try using the collision at offset condition and use something like y+20 as the offset to make sure its lower than the bottom of the character's feet. (without seeing the game im not sure how it looks)

  • Try the tutorial again and see if you can figure it out.

    Double check which imagepoint the bullets are spawning from (probably right now you are spawning them from the origin.

    and check the bullet speed properties to see how fast they are moving

    you are also probably spawning them every tick instead of every X seconds

  • I'm not sure i fully understand your question, but to make things easier on yourself, you should separate out your animations.

    eg: animation1

    animation2

    Then you can use them whenever you want, without having to worry about what frame you are on.

    Maybe you can try rephrasing the question again?

  • One thing i see off the top is your last action ...

    Platform on landed (platform is not moving)

    In one tick you are asking it to start the "Land" animation" then immediately play the "Idle" animation

    that's not going to play them back to back as you would hope they would.

    You could add a sub event and put "on animation finished" action instead, then it will play one then the other.

    Right now they are stepping on each other and you probably won't ever see it play the "land" animation

    its also getting overwritten again when you use the "on any animation finished" -> player set "runloop" action earlier.

    One way to setup an animation system like this is to create a 2 global variables such as "CurrentAnimationState" and "PreviousAnimationState"

    Then create a series of scenarios that change the animation based on whatever your current and previous state of the player's animation was in.

    eg: when the player is running (on key right), you set "CurrentAnimationState" to "Running" and "PreviousAnimationState" to "Idle"

    Then create a "check" that says If CurrentAnimationState ="Running AND "PreviousAnimationState = "Idle" -> Play animation "StartRunningFromStop"

    Next you would create another check (on key right released) that says "If CurrentAnimationState" = "Running" AND "no key is being pressed" -> Player "RunningtoStop" animation

    Then create several of these "checks" for every possible combination of types of animations you want to have in your game.

    Each variation will be separate actions which makes debugging and tweaking much easier (although you end up with a lot more events) But the tradeoff is much easier to visualize and wrap your head around in more complex games.

    Basically right now you just have several platform movements all firing off at the same time stepping on each other.

    If you post the .capx file in dropbox or a similar service and post it for us we can tweak the file and show you how to fix it.

  • Lets say your sprite marking the end of the platform is called "end"

    Player on collision with sprite(end) -> set mirrored

  • Did you set the project properties to scale in C2, not just in the cocoonjs export?

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  • What's the error message?

  • add a "trigger only once while true" to the condition that checks if its incorrect

  • Thx, I'm stuck at work and just brainstorming possibly solutions while I wait for things to happen around here.

    I wasn't sure if physics objects "collide" with each other same way in the engine as 2 sprites overlapping "collide"

  • There's no screen shots, concept art, and only a vague description of the overall basis of the game. I think you need to provide more details before asking for money. Especially if its for a tablet. You should invest in a concept artist first or something. Design the game first before testing on final devices.

  • If 2 physics objects (grenade and ground), can i use the "if collision at offset" action to determine if its going to hit the ground or not?

    eg: if i throw a grenade, can i use if collision at offset Y 20 to check below it before it hits the ground?

  • Appmobi only starts charging you money after you have over 10,000 users. and then its only on everyone from 100001 on wards, so you get 10,000 for free basically.

    As for steam, you can already submit games to steam, but right now you can't add any steam API features because that isnt integrated into C2 yet. i imagine it will be now that it got approved on steam greenlight.

  • Give it a shot with the latest beta R115 and see how the performance is now :), should be much better.

  • The easy way is to do a system compare in the Y of your player and the Tree for example.

    put the image point of the tree at the bottom of the base of the tree

    system every tick

    ->player.Y >= tree.Y - player move to top

    else player move to bottom

    this will always put the player in front of the tree when he's lower than the tree's Y value and appear in front of it.