chef's Forum Posts

  • Sure I'll give it a shot.. I don't think ill be needing webGL for this app though.. Im getting good performance with webGL and iOS on other projects that are games and have a lot more goong on in the code.

  • Thanks for the info! I found out that the text object was the "rotten apple" in my app. Deleting it set the fps in cocoon back to the 60's :D..

    Anyways, I was trying to do a non-game app.. To be specific, a fabulous egg timer!! And it would a most helpful feature in a timing app to actually see the time left.

    Isn't there any workaround for this at the moment?

    My app isn't doing anything else at the moment, than setting the timer knob sprite angle and updating one text object(timer) every tick.. Still I get 4fps on cocoon when the text is updating, actually the fps drops only when I touch drag on screen to set the time..

    **EDIT**

    I should really stop being so hasty with my questions.. It says it in the topic: it's the webGL.. Disabling it keeps the fps up...

    Move along <img src="smileys/smiley9.gif" border="0" align="middle" />

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  • Blacksmith

    Hmm.. well it wasn't so simple or I'm doing it wrong..

    <img src="https://dl.dropboxusercontent.com/u/105313968/Capx.png" border="0" />

    This still starts the song from the beginning when the layout restarts or a new layout starts..

  • Ah, yes.. simple as always! Thank you!

  • Is there any way to keep the background music playing all the time..? I mean, that I have a project which restarts the layout whenever player misses the target and when player hits target, it goes to next layout.. I would like the music to play without interruptions between layouts and/or restarts..

    Thanks!!

  • Well Well.. I had already forgotten this project <img src="smileys/smiley9.gif" border="0" align="middle" /> But that is exactly what I was looking for. Thank you very much!! Scirra community rules, baby!!

  • Oh, silly me! I updated the capx in the first post, so that it (i think) uses no third party plugins.. Also simplified it to only one event sheet..

    I tried to set a boolean for the "target is on screen". Well, that didn't work.. I'll check the radar thing out as soon as I get the time. Maybe I'll be able to dig something out from it!

  • Hi!

    I tried to search the forums for "off screen arrow" etc. With no luck, though..

    I have two (in future even more) indicators that are pointing to each target/enemy. They should only point to, and be visible, when an instance is off screen. But in my sample capx the indicators are visible, no matter what..

    Give me some hint/pointer on what is wrong with the capx.. (as it would be nice to figure this out myself)

    Thanks!

    JustDropIt.capx

  • I posted a question in the clay.io forum also, but I thought to ask here too..

    Has anyone had the same issue as me?? The clay.io works ok, when testing locally or previewing on wi-fi.. But when playing the game on cocoonjs launcher, it does nothing! I added 10 easy achievements to my game in clay.io settings and they unlock just as they should, but only as I said, in preview or wifi..

    I added in-game buttons just to see if it is working at all. One to show up the "show all achievements" list and another button for "prompt login".

    Yes, those buttons work.. In preview, wifi and cocoonjs..!?!

    Am I missing something obvious??

  • Capx Link

    After a good night sleep, I started fiddling with C2 and found out it was an easy fix to do. <img src="smileys/smiley9.gif" border="0" align="middle"> It's not pretty, but as said, it does the thing!

  • Thanks anyways!! Yeah, I'm sure it can be done.. When it's ready, I'll post it here just to show what I mean.

  • Yes I tried it but I would like the ball angle to actually follow the touch element and not to snap to the new angle or rotate to it.

    This is a good way to do it but just not THE thing I'm after. I really think I saw an earlier post saying something about storing the object angle in a variable or something and then recalling it on the next touch.. Maybe it was a dream, it seems..

  • Umm...Well..No.. :)

    The first link I posted is rotating the object how I wanted.

    I'll try to explain once more and if I'm not clear enough now, i'll lock myself up for a month and challenge C2 for a last-man-standing duel!

    In the capx I posted:

    The object is facing 0-degrees, as a default by C2.

    As I touch/hold mouse, the object angle follows touch/mouse..

    It's all good if I put my finger/mouse back to the exact same angle where it was when I stopped touching and then drag. But if I start to drag from, let's say the start of layout and the object is still 0-degrees. I place my finger to the left side of the screen, the object angle snaps to touch.x, touch.y and then it follows the touch..This is not what I'm looking for..

    I would like to see the object rotate from the angle it was left after touch or start of layout, no matter where I place my finger on the screen.

    **crossing fingers**

    <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Any music software with a "bit-crusher" effect applied.

  • Hey, thanks for the posts! But this still doesn't fix what I was after.. Maybe I wasn't clear enough.

    I was looking for a way to "store" the angle of the object, so that when you want to rotate it again, it would move from the angle it was set when the touch ended.. Now as you can see from these great examples, it still jumps to the angle of touch before it starts to rotate.

    Is this a case for local variables..? I'm still a "semi-noob" to construct and really haven't looked into them yet.