Looking for a solution to address touching small objects.

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Post » Tue Jul 08, 2014 5:30 am

that's awesome! thanks so much. i'll deconstruct this and apply it to mine tomorrow. I have a long stretch of time to work on it. I'll report back on how I do on it.

Right now i'm actually having great success with CocoonJS/Ouya porting.. first game is just going to be a totally free game with no IAP, but it seems that everything needed to do trial/IAP stuff is there, I just have to figure out how to plug it up.. and I definitely plan on that for the next Ouya game.
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Post » Tue Jul 08, 2014 10:53 pm

ok that's awesome. now i see how it works. very cool. still a little mysterious, but i'm definitely seeing the results. http://part12studios.com/temp/FredExTest4/ i have to go back and re-engineer things a bit in my prior version.. I have one more question @Arima

here is the project in it's current state (see capx below as well)

Image

Is there a way to keep an offset when i click something here? I've spent most of the day today hacking away at different things. I've realized that I believe I don't need the "grip" effect at all, however when you click objects with a mouse and grab something, sometimes it "jumps" to center and this can cause neighboring boxes to get bumped.

I've tested this on iphone 5s.. and it seems to work really well.. thin walls don't always stop boxes, but the one on the right should be ok and i have space for thicker walls like that.

Here is the capx in it's current state built from what you did. I added some rules for colliding with the red walls.. but that's
https://dl.dropboxusercontent.com/u/6999242/C2_capx_files/pickclosest2.capx

Thanks so much for your help with this.. it's been challenging to experiment with various possiblities, but it's help me really understand how to use families effectively.

Thanks!
Caleb
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Post » Wed Jul 09, 2014 10:32 am

Ok so I kept at it this morning (amazing what even a little sleep can do) and realize i wasn't really using families as well as I could. I also tend to pack unnessesary features into tests..

so i went back to the original example and was able to get the offset to work as it should. very exciting stuff! now that i have the basic offset working.. i will be layering more things back into the game. hopefully though this time the pieces will fit nicely on top of this basic logic.. attached is the improved (and minimal) pick closest capx

https://dl.dropboxusercontent.com/u/699 ... sest3.capx

Thanks!
Caleb
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