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Messages - MikePL80

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Ask a Question / Re: Tunneling even with CCD enabled
« on: September 18, 2015, 03:11:15 pm »
I just tried changing my

set x of actor to x of touch
slide actor to x of touch over 0 seconds

like you suggested and it hasn't made a difference to the collision problem.
The movement of the bucket still works perfectly as it did the first method but it appears to still be too quick for the game to respond when moved very quickly with your thumb and it doesn't have time to kill off the actor in the bucket before you have moved the bucket away.

If only I could stop the leaf from tunneling through the actor Collision zones it would be trapped in there for the fraction of a second it needs to kill the actor off.

Ask a Question / Re: Tunneling even with CCD enabled
« on: September 18, 2015, 02:43:13 pm »
The problem is that I can move the bucket away from the leaf actor quicker than the when updating event can kill the actor and with tunneling being an issue it's breaking through the collision zones and then it's obviously then left the region I have set to kill it off.

The game works perfectly if you don't move the bucket too fast when there is a leaf inside it for the spilt second its waiting to be removed from the scene but where's the fun in that? lol

Ask a Question / Re: Tunneling even with CCD enabled
« on: September 18, 2015, 02:33:18 pm »
I am setting the x of the bucket to match where my thumb is located on the screen and it is colliding with the leaves perfectly when moving slowly, Landing on the rim, hitting it's walls and killing off the leaf when it's inside.

I'm currently using regions to kill off the leaf actor and it works perfectly and has time to kill the actor when you drag the bucket at a medium pace but if you move the bucket quickly then the leaf can tunnel through the collision area of the sides of the bucket before the updating method has had a chance to kill the actor.

I have also tried using an event of detecting the exact location  of x and y of the leaf compared to the bucket and again it works perfectly when going at a slow to medium pace but the collision  areas fail when moving the bucket actor quickly.

Is there a quicker event I don't know about that I can use to kill the leaf actor the as soon as it enters the region as the when updating event seems to take half a second to react. I need it to be instantaneous.


Ask a Question / Tunneling even with CCD enabled
« on: September 18, 2015, 01:48:24 pm »

I've made a small game for my kids to play on where leaves fall and you collect them in a bucket.

The bucket is controlled by a multi touch drag event with no restriction on speed so obviously the quicker you move your thumb the more leaves you can collect.

The problem I'm having is if you move the bucket quickly to a side while a leaf is inside it can go through the wall on the bucket (through its collision area) before the leaf has been killed off by the updating method making the game useless if played quickly.

Enabling continuous collisions had no affect and I think maybe the bucket is able to move quicker than the updating method amd it cant keep up.

Is there anyway round this as it would be a shame to give the bucket movement a maximum speed.

Thanks in advance


Resolved Questions / Set List attribute with lower decimals? (Solved)
« on: September 05, 2015, 07:46:31 am »

Is it possible to limit the amount of decimals attached to a list entry?
Or at least limit how many you decimals you with draw text.


** I figured it out, Thanks **

Ask a Question / Re: W/SurfaceFlinger Fail to open
« on: September 05, 2015, 02:58:06 am »
Ok thank you for your help..

I'll get my hands on another hand set for testing and see if that helps.


Game Art / Re: Tips for creating tiles (importing, retina etc.)
« on: September 05, 2015, 02:31:46 am »
Thank you!!

This helped me a lot :)

Ask a Question / Re: W/SurfaceFlinger Fail to open
« on: September 04, 2015, 03:35:26 pm »

I'm using a Samsung Galaxy S4 GT-i9505 on Android 5.0.1


Ask a Question / W/SurfaceFlinger Fail to open
« on: September 03, 2015, 03:49:48 pm »

I have a debug line printing about 10 times a second in my log viewer that reads:

[neko] W/SurfaceFlinger(  280): Fail to Open /sys/devices/platform/gpusysfs/fps

I'm not sure what it means but it makes it impossible to read the log viewer as its being spammed with this line.

Can anybody help me with this please?


Resolved Questions / Re: Multi Touch
« on: September 03, 2015, 02:18:26 am »
I think I'm just trying to over simplify it  :-\

I'm going to change to a list attribute and collect the X/Y for the input ID so that I have more control over the dragging event.

Thank you both for your help

Resolved Questions / Re: Multi Touch
« on: September 02, 2015, 03:08:09 pm »
Hi TheIndieStation

I have already tried using a drag event and attempted to tell it that if the drag leaves the coordinates of the actor then to  set the target attribute to false but I guess I must be doing it wrong?

I assume I need to be telling if that if the touch ID is not equal the actors coorinates then to run the event?

Attached is what I attempted but it doesn't work   ??? Could you take a look at it for me please?

Resolved Questions / Re: Multi Touch
« on: September 02, 2015, 02:29:12 pm »

Thanks for your response but it sounds like a different issues to me.

I actually have no code in place telling the action to stop until a touch has been released so its a lack of instruction rather than a bug.

I'm just not sure what I need to do to instruct it to stop the event once the touch has left the touch coordinates rather than waiting for the touch to be released.


Resolved Questions / Multi Touch (Solved)
« on: September 02, 2015, 01:56:39 pm »

I have a problem that I need some advice with before I resort to banging my head against my desk please   ???

I am making a 2D platform game with actors anchored to the screen to use for my on-screen controls.
I followed a really good tutorial on Youtube made by TheIndieStation and everything works perfect for the purpose that the tutorial was designed to achieve but I need advice on how to tweak it a little because I have tried a few things myself but nothing is working for me.

The situation is I have multi touch actors anchored on-screen for left/right/jump and fire. I want to be able to slide my thumb from a button without it leaving contact with the screen and for the behavior to set the boolean to false so I can stop my player actor from running and then be able to slide onto the left button without my thumb leaving the screen again and it in turn picking up the multi touch and settings its boolean to true to make my player run left.

Currently when I slide my finger from the left or right button my player continues running until your thumb has been removed from the screen and the player will continue to run no matter where your thumb is as long as its still in contact with the screen  :-\

I have attached the behavior for my multi touch.

Thank you in advance for advice you can throw my way


Ask a Question / Re: Multi touch and jump button not working
« on: August 31, 2015, 06:17:33 pm »
Hi TheIndieStation

Thank you for the quick reply but I managed to fix it.

It was a problem with my anchor to screen behavior.

Thanks again

Ask a Question / Re: Multi touch and jump button not working
« on: August 31, 2015, 04:12:07 am »
Hi Sdieters

Firstly thank you for your videos, They are very helpful.
I have one problem after following your multi touch video part 2.

The touch sensors for my on screen buttons are about 100px below the actor I have attached the behaviour to even though I copied your set up exactly.

Do you have any idea why this might be happening?


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