Chadori's Forum Posts

  • SnowBeat

    The universal (based on commonly used) HD Resolution has an aspect ratio of 16:9 . With that resolution, many devices will fit on your game.

    I'm not sure what aspect ratio that game you linked here but I know it has an HD resolution. And the nearest aspect ratio I can think of for that video... is 16:9.

    As I said, that is a common aspect ratio for a landscape game/movie.

    Now for the resolution size. The HD resolution size for a 16:9 aspect ratio is (1280 x 720).

    So I hope you found what you need there.

  • razinar - I made a tutorial about this: https://www.scirra.com/tutorials/5342/c ... sition-fix

    I reported this to the Intel Team & they suggested this fix.

  • Hello, Does anyone know how to get the predicted Y-Axis gain from the Platform Behavior Jump?

    I'll make it a math problem to make it tidy.

    Given (On Jump):

    InitalY = 0

    FinalY = ?

    MaxSpeed = 660

    Acceleration = 1500

    Deceleration = 1500

    Jump Strength = 650

    Gravity = 1500

    Max Fall Speed = 1000

    Jump Sustain = 0

    I'm trying to find the Final Y-Axis. So guys can you give me the formula for this?

    Another thing, do both gravity and deceleration affect jump? or only gravity?

    Thanks.

    I'll just insert some great people here for faster result:

    glerikud

    R0J0hound

    zenox98

    Kyatric

    SoldjahBoy

    saiyadjin

    newt

    rexrainbow

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  • lucid - And about the Skins(Experimental) does that feature affect largely on performance? I am making a game for mobile & I want to make sure that it doesn't use up a lot of memory & cpu like the physics plugin. Thanks.

  • ........ So i'll just close this now .........

  • R0J0hound - Well, I sure messed up on my game... But I think I found a way to remake it using the timer behavior as you said, though it will be messy. I easily misunderstood it's use, because of the word "wait".

    Thanks.

  • Guys, do you agree with the action "Wait" in it's current function?

    I realized that the "Wait" action still runs even when it's condition is already invalid or no longer meet.

    I understand that it works like a trigger that it will finish it's tasks no matter what but

    still, running an action that is already over will make a lot of unexpected events to happen in some cases.

    (for example)

    *Shoot variable == 1

    -->Wait(3.0 seconds)

    --> Shoot()

    //what if In the next line I change the Shoot variable to 2?

    -->Shoot = 2

    What will happen here is that the gun will still shoot... regardless...

    And the event ended 2.99 seconds ago.

    This is only a suggestion so calm down guys.

    Feel free to tell any downfalls of my suggestion if I missed something... Remember I'm not an experienced programmer...

    Ashley is this feature intended from the start?

  • lucid

    Hello again lucid . I think I have found some bugs. But I got a high feeling that it really is a bug.

    I sent you an email with the .capx file, Spriter File(scml & scon) & Preview image but I only managed to reproduce Bug1 on a .capx file but not Bug2.

    But I think if you fix Bug1, it might also fix Bug2.

    Thanks a lot.

    Below is the content of the note I sent you on the email.

    [quote:1pm8v9dn]

    Bug 1 (with .capx)

    I'm not sure if it is a bug but I just found out that the Scml object doesn't mirror when

    the animation finished playing a certain animation or the animation is not playing anything.

    Since it is a non-repeating animation. It doesn't mirror afterwards...

    I have only found out about Bug 1 because of Bug 2.

    --------------------------------------------------------------------------------------------

    Bug 2 - Also connected to Bug 1 (without .capx) (Sorry, I can't reproduce it yet with a sample .capx.)

    Lucid, I found this problem when I found out that my spriter object on C2 was playing a single trigger or non-repeating

    animation and it has a code that makes it look at the player. Mirrored if the player is at the left side &

    Non-Mirrored if the player is at the right side.

    The Spriter Object has finished playing the single trigger animation.

    But the player moved to another side and this somehow triggered a mirror state of the animation.

    As I stated at the Bug 1, the Mirror event doesn't work when a single trigger animation has finished playing it's animation.

    But in my game, it somehow forced it to mirror and I am still finding the reason for it so that I can give you more details.

    I have a picture of a mirror fail. It is named Bug2 Preview (comment).png

    (On the email I sent you)

    Thanks.

  • >

    > > Hi Falterdan, because of the way the plugin system works, and the plugin using actual c2 objects, there was always a tradeoff of either the entire character being one tick behind, or things set to a Spriter object's position. I'll explain why below, if you're interested, but as far as an actual solution, there's an action under the 'Attach C2 Object' category called 'Set C2 Object to Spriter object'.

    > >

    >

    > Nice one. I experience the lag as well. Good thing you've posted this.

    >

    > Edit:

    >

    > lucid - How does this action work, the Set C2 Object to Spriter Object... I used it as a replacement for set position to (x,y) since the set spriter to position(spriteX, spriteY) causes a short lag, but I don't know what does this action do, it didn't go to the position(x,y) of my sprite black box, I think I misunderstood the use?

    >

    It's meant to use every tick, like you're setting the position that one tick, rather than a permanent attachment. Is that already what you're doing?

    I am sorry, but I don't get it... I don't know what the function is for...

    I tried this..

    (Player1_SpriterObject) as the SCML Object.

    (Player1) as the BlackBox with behaviors.

    (As a substitute to -> Set Player1_SpriterObject to (Player1.X, Player1.Y) )

    *Every tick

    --->(Player1_SpriterObject) -> Set C2 object to Spriter Object (Player1, Position only, "")

    and

    *Every tick

    --->(Player1_SpriterObject) -> Set C2 object to Spriter Object to (Player1, Position only, "Player1_SpriterObject")

    and

    (As a feature like the pin object. I used it as a once pin trigger)

    *On created

    --->Set (Player1_SpriterObject) to (Player1.X, Player1.Y)

    --->(Player1_SpriterObject) -> Set C2 object to Spriter Object to (Player1, Position only, "Player1_SpriterObject")

    ------------------------------------------------------------------------------------------------------------

    Is it like the Set Spriter Object Position to (PlayerBlackBox_PositionX, PlayerBlackBox_PositionY) of the Player BlackBox?

    I don't understand the action's use. lucid , can you give me an example that uses the action "Set C2 Object to Spriter Object"?

    Even if it is on a text format like the one I made above. Thanks.

  • marshalldesigns - Don't think of this in a wrong way but Is it against copyright to make games licensed to a company without permissions. Or did I miss anything?

    Edit:

    Ohh, sorry. I didn't see your previous discussion. It seems that you already have permission.

    Good Luck. It's a nice game.

  • I can recommend you this as a backup solution.... Best working method for me.

    I always make a backup manually aside from the Autosave feature of Construct 2.

    Everyday / Everytime I make an important change in my project, I always save a copy of the .capx before I make any changes.

    This is a very good backup method since if you make a big mistake that will destroy your game and so hard to restore, then

    you just revert to your backup .capx.

    I always make folder for each Backup. And I name it like this: "GAMEINITAL_Backup1", "GAMEINITAL_Backup2".

    And I always make a Note inside the folder to remind me the changes I made and sometimes I also include the date.

    And Monthly I copy those backups with the current .capx to an external Harddrive.

    I just don't trust Onedrive / Cloud, so I prefer external harddrives.

    With this backup method, you'll surely not lose your work... Or not as bad as that.

    Just keep your Backup External Harddrive Secure.

  • btw, everyone, just a status update for anyone having the issue with the bounding boxes of the objects. I don't have an ETA yet for the release of the fix, but the bounding box fix is already working on my internal builds of Spriter and the scml plugin. I just a few more unrelated bugs to squash in Spriter before I release the upcoming build, but it shouldn't be too long. Thanks for your patience.

    Ohh Good . Thanks for this.

    Btw lucid , have you already made some thoughts about this below? That's about my request before, the visual display of the scml object. To show a differentiation

    of each object since the white boxes of the scml objects look alike.

    > Woah, I nearly missed seeing this. I meant the scml object white boxes on the editor(layout view), since they all look alike, it is hard to identify which is which. Then i suggested to add a text(nametag) of the name of the scml object so it will be easier to differentiate like the scml object has it's own scale always shown. Or did you / with your team thought of something better?

    >

    > Thanks again.

    > h right. I need to look into this more. I haven't found a decent solution, but in all honesty I haven't had a lot of time checking for one yet either. There's a few things I need to take care of in the near future, so it may be a while, but please remind me if I haven't responded one way or the other in the next couple of weeks.

  • lunarray - Wow. I did not know I need this behavior until now... I use lerp/dt but found out it's not smooth. lunarray - Can I ask why this plugin is smoother than lerp/dt?

    Thanks.

  • I think you need a switch boolean.

    1)Create a Global Number Variable called Switch with a value of 0. And also Create your Global Number Variable called Timer with a value of 60.

    2) Apply this event:

    *Timer <= 0

    ----> Set Global Number Variable (Switch) to 1.

    *Switch = 0

    ----->Subtract from Timer (dt)

    *Switch = 1

    ------>Add from Timer (dt)

    3) Tip: It's a good practice to add this event for accuracy:

    *Timer < 0

    -----> Set Timer to 0

  • CloveltOc -

    First, I think in some cases the timer behavior is better to use & easier to make. But in this case, the Every(X) seconds condition is good for this situation.

    Second, Wait() in a "for each loop" seems wrong, this definitely needs a timer / Every(X) seconds condition.

    Third, The way you made the events with the shooting boolean is a bit inefficient. Why?

    "It's because a loop runs in every tick... that means the boolean (shooting) will keep changing to true/false in every (1/2 * tick). That's inefficient for me. But again since

    today's devices are too fast as Ashley said, it won't matter. But then again, since it's a loop then it will matter. "

    I recommend you change it to this instead using the Every(X)Seconds condition.

    *For Each (Ship)

    *Every(ship.fireRate)

    ------>Function Call "shoot (ship.UID, 0, ship.spread)

    Hope that clears it up.