AnD4D's Forum Posts

  • TELLES0808

    Sometimes when I test my game, I'll jump to certain points in the game. I'd rather not have to jump between each level each time.

    Thanks for your help!

  • Yeah, just tested this, and I can't change local variables unless the sprite is on the screen.

    Also tried using an array instead of a sprite, and it works fine.

    Still, if it's possible in the future, I think it would be useful to be able to group global variables for those of us that plan on having dozens and dozens.

  • TELLES0808

    Does this mean the loading level (or level with the sprites in) needs to be accessed at least once for the sprites to be originally created?

    If that's the case, I won't be able to just open a random level and test it. This would mean that Global Events would be easier, and I could just put up with long lists :)

  • Ashley - Would a global array be better than a global sprite? I need to add sprites to layouts, and I'm wondering if I will need to have the sprite appear at least once, or every time I want to make a change, will I need the object to appear?

  • PixelHero

    I like the idea of using the array. How do you add persist? You mean just global? You can't add behaviours to arrays.

    I've recently started using that first method, and I'd rather use global events as I feel it would make things easier for me in the long run, but without groups, it will turn into a massive list when I come to call them.

  • I'd like to know the best method for grouping a series of global variables together.

    To explain better, I'd like to make a game that includes many different variables, grouped into different categories, such as:

    Intelligence

         Learning

         Knowledge

         Memory

    Physical

         Strength

         Agility

         Speed

    The list goes on. As you can see, I currently have 6 as shown above, and would eventually refer to these frequently. I'd like to be able to group them so that I can locate them a lot quicker.

    Is the best way to do this to just make a sprite or something, name it the group, and work with instance variables instead? The problem with this method is that I want these 'stats' to remain throughout, so I guess I could make the sprites a global object, but I was hoping there might be an easier way someone's thought of.

  • jayderyu

    In my game I have a variable that has dt taken away from it every tick. This is the timer. I have a physics object that is constantly pulled in directions using force.

    Without dt, at 60fps, it's fine. On my mobile device, on occasion it's so slow the timer manages to run out before the physics object manages to drop. If dt is already on physics objects, why does this happen?

    If I add dt to the force, it seems fine on my mobile device. I'm so confused. I'll switch it back to without dt, but I'm not sure what's going on.

  • Instead of every tick, change it to every 0.001 seconds? If using DT gives me the effect I want, how should I not use it?

  • Ashley - When I do not use dt with force in my game, the physical objects move slowly on mobile devices, even with framerate independence on. When I use DT, the physics moves as expected. This was a change I made only yesterday, and it improved my game somewhat.

    Not sure what else I can do then. As I said, force doesn't appear to be working for me the way I want it to without DT.

    It's only when I use the new frame rate half function that things break now.

    What are my alternatives?

  • The problem seems to stem from the frame rate independence. Toggling in and out of it causes more issues.

  • Ashley - Thanks for doing this. I just tried it out with my game, and as you said it has some unusual behaviours. I have a event that reads:

    Every tick - Apply Force Self.Physics.Mass*12*dt at angle 90

    This creates a gravity in physics that I can turn around or completely turn off.

    In any case, I'm finding that it appears to be twice as strong now. I believe it's the DT that's causing the change, which is unusual. Please see this capx for an example:

    https://dl.dropboxusercontent.com/u/50465867/Errors/FrameRate.capx

  • Waltz Ashley

    I recently sent them my entire finished project to see if they could improve it, and got a message back today saying:

    "We've solved this problem in our Box2D binding, you'll be able to use it in the next release of CocoonJS, which will be announced in about 1~2 weeks."

    So that seems very positive indeed :)

    Thing is, Ashley told me to contact them a while back, but I kept holding off, assuming that the acceleration issue had been reported many times before. Sorry about that!

    Hopefully we'll see some improvements in the next build.

  • As far as I can tell, the one displayed as my avatar is different to the one that appears on my profile. Very odd.

  • The technology behind how C2 works is still relatively new, and it's only going to get better...so why hamstring yourself when there's so many interesting developments going on in the HTML5/javascript/jquery not to mention C2 world?

    digitalsoapbox For me, the thing is that we're in a digital distribution age. I'd like it if we could release a 30fsp game now, using the tools we have available to us, and then when things are faster, we can switch off that limiter, and just be happy with 60, uploading our improved version over the old one.

    I do not feel my game is overly ambitious. I do not have parallax backgrounds, I have around a maximum of 4 layers, a small amount of particles, and generally no more than 170 objects per each level. With approximately 20 on screen at any one time.

    My game isn't overly ambitious, but for some reason Cocoon just doesn't like physics. Of which I generally have 1 non-immoveable object. I've waited for Cocoon to sort their plugin out for months, and halving the fps just seems to be a useful assist until Ludei pull it together.

    I feel if it helps people get their products on the digital shelves, it's not too hard to change, and there is a demand for it, it should be done.

    But this is Ashley and Tom's 'baby'. If they feel strongly enough that it shouldn't be added, they shouldn't feel the need to add it.

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  • Roccinio I really do apologise if anything I said came across as insulting. That really was not my intention. My main point was to say you're still pretty new, right? I've been here for 2 years, and I originally didn't even have an exe exporter.

    I'd hate to call my time wasted. I've been checking my game quite frequently on mobile devices, and 3-4 months ago, it was running perfectly fine. I'm not sure if I've changed something along the line that has slowed my game down, or if C2 or CocoonJS is what has changed, but after having several months thinking your game will work, and then being told the exporter will improve things, only to have it break... I felt that if I 'cut my losses' I would be even worse off.

    I find myself waiting for the next version of C2 to come up hoping that I'll be able to get faster speeds. Those 2fps really would make the world of difference to me.

    At least now I have a finished project, so when the time comes that I can release on those devices, I'll be a happy chappy. I've also been focussing on upgrading artwork and fixing bugs for the last 3-4 months, so I'm pretty sure I've got a bug free game (we hope) <img src="smileys/smiley36.gif" border="0" align="middle" />

    In any case, that's going off topic. I would really like to apologise again if I had insulted you. I've looked back through my post, and the only thing I can see was the jab at the end regarding posting without spaces. That's just a personal pet-peeve, and I only hinted it toward you rather than targeted. In any case, sorry about that.

    I've seen your posts before, and you're always very polite, so I'd hate to think I'd been rude to one so nice.