aridale's Forum Posts

  • the main thing to remember and Ive mentioned this elsewhere. You CANNOT trust those numbers outside of runtime. It doesnt matter if its displayed in the editor or not its not somethin you should depend on goin from edit time to run time.

    The IID is basically the index of a specific instance in relation to all the other instances of the same object. Im pretty sure it goes in the order they were created. I dunno if it keeps numbering higher when more are created or if it fills in gaps (instead of making a new IID 10 it would be somethin like 6 if the current ones were 1,2,3,4,5,7,8...)

    IID should NEVER be used to point to a specific instance. It should only be used possibly with loops and the like. Its basically a running count. Only in very very specific circumstances would it work out as intended for anything else.

    UID (as far as I know) will always be specific to that instance in the entire game. Thus its unique. Once that instance is created you can use the UID to point directly to that instance as long as it exists. Thats not to say that ANOTHER instance wont get that UID IF the first ones been removed.

    Its a trustable value to use as long as your aware of how your using it before hand. The main use is to relate one object to other objects during runtime (what your tryin to do with your example here) And it works perfectly fine as long as you take into account the times that instance (and thus its UID) might be unavailable.

    When you create an object the next action can set a variable to the UID of that created object. That variable can then be used to pick that specific instance of the object. If and when that instance is removed you need to set that variable to somethin else (like another UID of a newly created instance) or a value you consider "null" and use that value to determine if you CAN use the value to interact with the intended object.

    Basically IID is only useful for counting/looping for the most part. UID is the value to use but only if you set it on creation during runtime and take into account it possibly changing

  • bMove is the instance var on the player that controls it movin. That gets set to false when movetime is >= the time based on the touch distance

    And yeah it doesnt move if you just touch and not swipe because theres a global controlling it. If the distance between touch start and touch end isnt greater than that threshold it doesnt trigger movement

  • Heres an example I made showing player movement with swipe motions. Swipe anywhere on the game window to move the player. The longer the swipe the longer the player moves

    Live Demo

    capx here

    it includes pretty much everything already set up to use the swipe data for whatever

  • I have a nexus 7 and my game runnin in chrome is pretty not bad fps wise and my game is pretty intense it slows down on desktops too. Its unplayable on iphone 4 and 4s but Id say its pretty playable on android 4.1 in chrome

    I know the nexus 7 is pretty beast for a mobile device but I dont know about the webgl support. I just know it runs my game decently well

  • an animated sprite on top of the main game is the way to go. Unless the rain needs to interact with things its the best way to go about it. Even in 3d most games use a weather "overlay" that just follows the camera. In 3d is a pretty cheap cop out to doin it. In 2d its the opposite lol

  • you have the right idea with the layer cake method that is how itd be done (in pretty much every 2d game regardless of c2 or not) but instead of tryin to make sure you trigger the right animations on all the different parts just each step set those parts animation and frame to the main parts. Then you only have to worry about making sure the main part (body prolly) is animated correctly in your events.

    Thinkin about it now you can see why most 2d games dont have a visual gear effect right?

  • puking

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • youd have to have graphics for each color and then make animations from those just like the normal original color. Until r100 (probably) there wont be a way to recolor a sprite effectively at runtime

  • well if its aimed to be touch based then the only way would be to add a "button" that when touched rotates the last selected object. Maybe 2 one for each direction.

    If its mouse based then just make right click do rotate and left click do dragging

  • if you did it that way you couldnt put holes inside it only reduce the overall height

  • yeah an EVIL DREAM!!!!!

    <img src="https://photos-2.dropbox.com/psi/2048x1536/gbRVFnNy7yEtxKfKZj8q2-8hrOj__RxAMmuGLNpwH2w/53012532/1343923200/b3bc9a0/zomg666.png" border="0" />

    sorry I noticed it and couldnt resist lol

  • very few and only when I cant figure out somethin on my own. Then I look for plugins or examples and failing that I start a topic of my own

  • I dont think Ive ever looked at a c2 example... Not past the ghost killer tutorial thing lol

  • you mean in the game or in the editor? ingame you cause the snapshot canvas system event. Other than that the good ol print screen button works for anything pretty much

  • ohh in that case...

    <img src="http://static.tumblr.com/akhvchn/Y4cm7ubx8/genius-meme.png" border="0" />

    lol