0plus1's Forum Posts

  • I made a cycle inside the On start of layout.

    Repeat 100 times

    • Wait 1.0 Seconds
    • Add 1 to Variable

    It waits one second, then Variable goes to 100 immediately.

    In my mind it should go from 1 to 100 in 100 seconds! Why it doesn't do this?

    Thank you

  • Good to now! Thanks Again!

  • Bump?

  • If someone who doesn't know how this works.

    -20+floor(random(2))*520 (this is the right formula in my case)

    a general would be

    You need number X or number Y

    X+floor(random(2))*(Y-X)

    p.s. Thank you very much ranma

  • I see that the tough laws of mathematics always rule over our world, never though about doing it like this!

    Wouldn't your example yield -20 or 480 though?

  • I'm creating objects every second, two types, both of them spawns (potentially) infinite objects:

    Is touching objectOne

       - Set Touched = 1

       - set t_TouchX_s = Touch.X

       - set t_TouchY_s = Touch.Y

    On touch end && Touched == 1

       - Set Touched = 0

       - set t_TouchX_e = Touch.X

       - set t_TouchY_e = Touch.Y

       - objectOne Physics Force distance(t_MouseX_s, t_MouseY_s, t_MouseX_e, t_MouseY_e) toward (t_MouseX_e, t_MouseY_e)

    This applies the force to ALL objects of that type. How can I make it that it applies the force only to the one I originally touched. I understand that I could set the UID in a variable, but that would mean destroying the multi touch! And things gets a lot more complicate since I have two types of objects.

    Anyone has a solution?

    Thanks

  • I need to get a random number that is -20 OR 500, not a range, I need it every tick.

    I already tried with the | operator but I don't think it works this way <img src="smileys/smiley1.gif" border="0" align="middle" />

    Thanks

  • I don't want to open another thread, but has anyone tried physics on the iphone? I made a couple of test and I get really really low fps for only a couple of objects, is this normal, has this improved on ios5 (I'm still on 4.3)?

    Also, when you talk about dpi you are talking about sprites? Or is there a way to force a specific dpi in the layout?

  • Thanks Ashley, the testing with the mouse is ok, but since html5 is a hit or miss on mobile devices (and I go on record saying that I tried most of the js framework and construct2 is by far the best performance wise) I was searching for a way to test several little aspects to improve performance and having the http server instead of dropbox would be much much faster.

  • I'm playing with construct2 and an iphone4 to test performance (I will post results if I'll be able to do it right).

    The problem is that I'm really tired of compiling->dropobox->iphone browser. Is there any way to test directly from the testing server (is that what it is?)?

    So the question may be, is there any way to bind the testing server to an ip?

    default: localhost/preview.html

    I want: 192.168.1.33/preview.html

    If not can I configure the testing to happen on an apache server?

    If not, how do you guys test on your phones?

    Thanks

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  • I haven't thought about that. Thanks!

  • I was trying to make a game in the vein of marble madness, I wanted to have physics on the ball, but I can't do it, is possibile to have gravity from a bird's eye (top down?) perspective?

    If so how?

    If not are there workaround?

    Thanks

  • yes, I could write my own debugger, this applys to each and every language. I could create a text object and dump there all my hundred of variable, I still couldn't debug properly and run my instructions (inside contruct) step by step. The problem is that construct is not a language, is a pseudo language that gets interpreted in js, for this reason is really hard to debug without proper INTERNAL tools. The old construct had some tools to help the debug process, I don't see why construct2 shouldn't.

  • Hi, after reading all of your replies and especially the one coming from Ashley. I think that construct2 has the potential to become the BEST html5 engine, code or no code, it just need to open up to its full potential.

    I don't want to rely on firebug because then I would get a trace of the inner workings of construct, not of my "code" if I have to delve deeply in the recess of construct2 code I'm better off learning to code in a "real" html5 framework. At this point I would really settle off for a console.log(allmyvars);.

    All the discussion on UID kinda make my point more valid. It's imperative to be able to access an object clearly after it has instanced, I don't care if UID changes, that is normal, what is not normal is that currently is a hit/miss thing.

    There should also be a more clear way of understanding the flow and precedence of construct, I have often to rely on instancing an insane amount of variable like object_position_X,object_position_X1,object_position_X2, etc because sometimes var are overridden during complex instruction in an unpredictable way. This could be achieved simply by having groups behave like real functions, like

    start group (passing variables)

    do what the group does

    return something

    deactivate the group automatically

    Right now is kinda possible to do this, but it involves a check (is group active) and a consequent manual deactivation after the group does it's thing and when you have 10-20 groups it gets confusing and unpredictable.

    Take a look at this: dl.dropbox.com/u/23551572/C2/destroyByUID.capx

    (from this thread: scirra.com/forum/topic46461.html).

    After working on this for several days (to expand my game) I found out that the whole isSelected bit is not completely reliable, I added tons of new event inside that bit and I started noticing a delay between the destroying of the first and second card, I presume because sometimes it misses the isSelected bit, goes back to the beginning and starts over, resulting in a bit of delay, this is a big issue because we have no instruments to check the precedence of instruction and the flow of construct.

    Since I bought this product I've seen only updates that add even more "click and play" features (like jump through platform) and none that addresses the real issues, and I fear that if this is the road you are taking serious projects will never see the light of the day.

  • Hello,

    I follow you guys from construct classic. I think that you really know what you're doing, construct2 games are really fast and optimized, still I'm considering switching to a "real" js engine (like impact).

    I'll still be using construct2 for fun and small projects, sadly at the state in my humble opinion construct2 is no more than a click and play style product, not suitable for a "real" game. And it's a shame because the code it produce is lightning fast.

    So far I found 2 critical problems with construct2.

    1) Lack of debug. It' s impossible to keep track of what is happening in a complex project. I don't need nothing fancy, even something basic with all the var dump would be helpful.

    2) Lack of clear references to ojbects id. I can pick an instance with a UID, but only from an event. What if inside an event I want to apply actions to one instance then switch to another? I understand that I could do it by creating "hacks" (setting global and local variables or object varibales and then checking them) but this gets really confusing and with the lack of a debugger almost impossible to track on large scale projects.

    I hope this ends up in a constructive (no pun intended) conversation. I would love to hear other opinions.