bladedpenguin's Forum Posts

  • Thank you!

  • If I were facing an issue like this, I would try profiling, which helps figure out what parts of the program are taking the most time. I'm not all that familiar with IOS, but Android devices have a debug mode that lets you run diagnostics from a PC using a USB cable. This looks promising: http://code.tutsplus.com/tutorials/ios- ... obile-9403

  • Could you post a screenshot with that error message? Every time I get a message like that it tells me why....

  • Each ironman arm is spawning a laser, and you have a metric ton of ironman arms. You spawn one every tick. Try the system condition "Only Once While True".

  • You can create a "Camera" sprite and give it the ScrollTo behavior, which ensures that the camera will center on it. You can then create four invisible detector sprites at the corners of the screen. When the arrow keys are held down or when the mouse is over one of your detectors, move that camera sprite in the appropriate direction. Hope this helps!

  • It sounds like the rows get sorted by the first element, so the y=0 element. I don't think sorting will mess up scores etc, as long as each player is on their own x, and y=0 is score, y=1 is the name, y=2 is always the time, y=3 is whatever else. As long as you sort by X axis, Score will be in order, and each score will still be in the same row as the player name and time.

  • If they are different types of objects, you can add them to a family, and if you spawn from that family, it randomly chooses one.

    Without the full version, you can use a local variable and assign it a value with floor(random(2)) and then If var == 0 spawn ground0; elseif var == 1 spawn ground1 elseif var == 2 spawn ground2 etc.

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  • Thanks for the reply. Would it be too much of a pain to ask for independent control of the chipmunk timescale? I guess I can disable the behavior or sleep physics objects that aren't part of the menu.

  • Construct2 does not keep track of which object spawned which other object. If you want that information, you can store it yourself in an instance variable right after you spawn the second object.

  • Is there a way I can allow chipmunk to continue in spite of the global timescale being set to 0? I'm trying to use physics to get a neat effect on my menus. I'd tried setting the individual timescales, but the chipmunk sprites remain frozen.

  • I'm also curious about this as our timeline involves publishing to google play. Perhaps this is a phonegap issue?

  • New objects spawned from another object usually inherit the position and angle from the spawning object,

    Just in case, you can Sprite->SetAngle to Parent.Angle right after you create it.

  • If you want the max hp to change with level, you need either a well defined function or another variable for it. eg.

    Set text to HP & "/" & MaxHP[/code:2c5eej61]
    If you don't want to use another variable, use something like [code:2c5eej61]Set text to HP & "/" & (15 + 5 * Level)[/code:2c5eej61], which is of course more limited.
  • Hey I am noticing that this doesn't update the position of other objects in the container?

  • My take on Resolution is to just pick one and use the Scale Inner to make it fill the screen. I use Anchor behavior to keep my HUD onscreen no matter what aspect ratio the user's device has. Lots of android devices seem to use 1920x1080, which is the same aspect ratio as 800x600. I personally develop in 800x600 because smaller assets means faster load time.

    You can do lots of things without an actual phone, but for final testing, you should definitely borrow one from a friend or pick up a $50 outdated piece of junk on craigslist. The old phone will be a more strenuous testing environment than a newer, faster one

    Lots of android devices have no keyboard. I think the giving focus to a Textbox summons an onscreen touch keyboard, but I haven't fooled around with it.