Aphrodite's Forum Posts

  • TiAm frustrating indeed, some people do not get that coexistence of styles exists (for exemple, 3D modeled graphics in game exists, but 2D is still here for a long time, same for animation), and would prefer one thing only to exist for simplicity sake I would guess, quality is never defined by the style itself (or tool in the large picture, as long as they are working) you have chosen, but by the use you make of it (with respects of specifications for the non artistic domains).

    I saw triplets of belleville when I was younger, I remember not really understanding what happened but the animation was good.

    However, for the thief and the cobbler it seems that there are multiple versions and I did not heard only good things about all of them, qo I do not know which one I should watch (and how to, as I would guess aquiring some of those version would be kinda hard.)

    Also, I should rewatch snow white, as I think it was the first "long metrage" movie with color and voices (I remember the old tape, there was a making off I think after the movie, was too young to really bother at the tile I saw it)

  • Thanks for the recommendation Aphrodite - I think there's also a performance issue here. For example, clocking something every second (or ten times per second for slightly more accuracy) is using a lot more resource than doing it just once per layout.

    Performances would not be that much hurt I would think, but well, if we can prevent doing a redondant thing by using something the engine actually handle itself, why not do it.(I am more thinking of tool usage rather than performances, as using the tools we are given wisely is actually, from my experience, giving good performances).

    You also have the advantage of putting the calcul in a function if you want to, that would return the spent time in second relative to the initial time for exemple, which may make the code clearer to an extend.

  • I guess it would be interesting for some games (not all of course), and I think for a time, some people actually tried that with old games, I do not have a clear opinion, but I would say a 2D virtual space to represent a 3 dimensionnal reality, while possible (some 3D games actually use only a 2D plane of logic, while a 2D game can use a 3D space of logic), is maybe not as easy and could cost more time to get the lights and effects working not only in a "good looking" manner, but a realistic one.

  • I am more a 2D guy than a 3D guy, but when it is well done, I cannot complain about 3D, I wonder how would an animation "à la" Dragon quest 8 would look like actually..

    Also roger rabbit was really a good proof of 2D animation in real environnement, I wonder how much amount of work they put into that.

    Also cindarella song is now restuck in my head due to me thinking about that question, dammit disney.

  • spacedoubt is right, every X seconds cannot go faster than every tick, I recommand hundredfold 's method if you need accuracy (save the reference time, and retrieve the current time by substracting the reference time to the current time when needing it, it being in seconds does not mean it is of a precision of 1 second, just that the unit is the second (1.05 seconds for exemple)).

    Xavier

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  • I do not know a way of doing this in vanilla C2, but the paster plugin can let you do that (you paste the section inside it, then you download the corresponding URI using the browser object.)

  • I was talking for fullscreen support, indeed fullscreen locking not being supported has already enough fallbacks (we know if it is portrait or landscape, largely enough to make the game respond correctly) and it is a non essential feature (a passive, if you will) so I do not ask for a check for it.

  • Do you mean global objects that you're using to hold game information in object variables? On start you can save their states as json, into global variables or an array / dictionary / web storage. Then, to reset, just load the original states back in...

    Edit to add: So you could use an array to save the player data at the start of each layout, giving you more control over how you reset things.

    I think he is talking of the persist behavior, where the state of the objects with it are saved constantly, which is a great tool but lacks indeed this essential reset feature IIRC.

  • Valerien that mades sense actually, it was more a suggestion like a "going foward" part for people to think about that rather than a part of the tutorial itself, no need to actually change the title (as some people might learn all to code faster without thinking of coding a better workflow at first).

  • Indeed, I do..

    It might depend on what you're doing, though. I'll explain.. bigger window size, means your sprites will end up being bigger to match, so everything will end up using more cpu. In most cases, this is not really a problem on PC, but if there's going to be a very large amount of sprites, it can add up.

    I've been working on stuff for mobile, so I'm not really an expert here, but I think I know what I'm talking about.

    This is actually true if the fullscreen property is off, or if the actual size of the window of the game is the size you specified,Else, the rule is more if the screen is larger it will cost more tile (not much if the the scaling mode is set on low quality), if it is smaller it will cost less time (regardless of the scaling quality). The size of the graphics themselves is what matters in reality, as as long as you have a scaling on your game the window size is really not that important due to the scaling itself (it serves as a reference, but since you can specify one and obtain the result you want anyway, it is more a "first choice for editing convenience" that is not that big, that is why the aspect ratio is far more important with it.)

    Also a big layout size means nothing at all (it is litterally just two numbers that influence soem behaviors like the destroy outside layout, and lock the scrolling only if you want to) what is inside is what matters.

  • If you have only weekdays (aka. Nothing like "Monday, the 31st of september"), with the clock being precise at the minute, you could start at monday, 00:00 for the minute 0, one minute later, monday 00:01, the minute 1, one hour later, monday 01:01, the minute 61, etc...so you count the number of minutes between monday 00:00 and sunday 23:59.

    Number_of_minutes% 60= digits of the minutes

    (Int(Number_of_minutes/60))% 24= digit of the hours

    (Int(Number_of_minutes/1440))% 7= digit of the day (0 for monday, 1 for tuesday, ..., 6 for sunday)

    So you just add up the number of minutes and use those three calculs to retrieve each info, the formulas may be wrong (also 1440 is 24*60 if you wondered).

    Edit: ninja'd, both solutions should work so take the one you prefer

  • Like there were too much android apps free with adverts, this is a suspicious move.

    No idea about adresses redirections services though..

  • On start of layout should work when you change your layout, it is its use, check no conditions are added to it that would prevent it from working.

  • When reading Ashley tutorial about fullscreen and orientation lock in browsers:

    https://www.scirra.com/tutorials/1282/f ... n-browsers

    I was wondering if there was any reliable way to test if those features exists, or are supported by the browser the user is using so we do not for exemple, show a button if the related feature does not work.

    Of course trying to detect the browser itself and do a manual change like "if on safari, do nothing, else if on chrome, do this, else do that" is not an option (the whole concept is to have one codebase, not one per browser).

  • Yes the DUCK is an animation, but isn't a RUN or JUMP an animation? It may be fine if the player is just a box. But most platformers use ANIMATIONS that correspond to a key press, and if you touch left/right an object moves left/right, and the corresponding animation plays that were added with KEYBOARD and PLAYERBOX ---> PLATFORM ON... events.

    It would omit an extra step needed to add an animation on a DOWN button press. Actually looking at it, i guess it won't actually omit a step, but it may be easier to figure out. It took me a few hours to figure it out.

    Maybe i'm not understanding correctly the way C2 is implemented , but that's the great thing about C2. It can do almost anything. You just have to spend hours trying to figure it out when there is no related info on the subject.

    Run and left/right are not animations, but controls (left and right makes the object with the behavior move, and jump makes it jump), animation control is separated from the behavior.

    Basically the platform behavior controls the logic, you have to control the graphics separately, the same thing happens also for putting a running or jumping animation.