damjancd's Forum Posts

  • Ashley, are we going to see "replacing" being integrated into Construct 2 soon?

    thank you

  • Thank you for your replies, it makes sense now. Especially the two unbeatable reasons explained by Ashley

  • If there is a solid reason behind this that I haven't thought of, then fine, but I can't seem to find any reasons, and it's much simpler, more intuitive, without unnecessary boundaries if you don't specify object.

  • Why oh why oh why?

    When it's a completely unique identifier, why does it require you to select which sprites you want to choose the instance? Why not simply a broad "pick by UID" behaviour in the systems behaviours, and you are done?

    Would make many different peoples lives much simpler, and save some kittens from being nuked, and by that, I mean help me a lot :)

  • Holy bloody freaking pineapples, I just discovered that "load from URL" can be used to access files in local storage offline on a mobile device. This could be the "deus ex machina" I've been looking for.

    Will report, even if nobody reads :)

  • I've tried absolutely anything and everything, and the simplest solution is to have different iterations of the same project, which at the start of the iOS app, are selected randomly. The project is very complex and I have at least 10 iterations, and I can't really replace values one by one, for layout by layout loading.

    The other alternative is RAM intensive and impossible to run.

    Do you good people of the world and this forum have any idea how I could make a coocoonJS launcher which chooses a random project of ten?

    Layout by layout is next to impossible since I tried it yesterday, and it took me 7 hours for one project, and it wasn't even completely finished, I'd need to do ten.

    Any help, warmly welcomed.

  • Been reading into lerp and delta time, thanks newt and AngelEyes :)

    Ashley I'm probably doing exactly that :) thanks. Very close to releasing to AppStore. My first game is waiting for a better CocoonJS graphical integration since it's quite glitchy now, this game is much simpler and minimal graphically.

    I'm very excited, I will lay down now. :)

  • there is a "self" command? I really hope so :) But that's unrelated.

    I know that the human eye can't differentiate above 60fps, but it's a loading bar. So the loading bar loads faster when on 200 or 400 fps. I guess I could try what you propose.

    Just what do you mean by "dt"? 60*dt?

    Thank you very much in any case :)

  • So there's a cap? It makes no sense that there is a cap on how fast it can go. I use animation speed to speed up or slow down an animation I use as a loading bar. It's very convenient, except for the artificial limit, if in fact one exists.

    I absolutely love Construct 2 because the developers don't presume too much how I will be using this or that ability, and they don't impose many artificial limits.

    This could also be a matter of performance, but it's still weird and unproductive to take away control from users. Again, if there is such a thing as a artificial cap.

  • Is it a bug, or is maximum animation speed is capped for certain amounts of frames?

    I have a 6 frame animation, I play it faster, 200 frames a second, 500 frames a second, 50000, it's all the same.

    Tried it on a fresh new project, or the examples by Scirra, the same thing happens.

    Couldn't find anyone else having issues with this since r59

    Operating system & service pack: Windows 7 SP 3

    Construct 2 version: Release 142

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  • I dived into the code and just added HAS TOUCH 0 and on start and end of n-th touch where appropriate. It worked fine :)

  • It's not really working, or I'm an idiot in implementation. How can I declare "On ANY multitouch event"?

    nTh instance touch and then select with an or block 1 2 3 4?

    Is this a variable? "touch.index", and if not, how do I set touch.index to 0 via an action?

    Struggling to get this, sorry :)

  • I asked a similar question and Jayderyu answered with this, I hope it's of some help:

    "On ANY multitouch event

    compare two values(touch.index = 0)

    On Touch Start

    touch.index = 0

    on Touch.End

    touch.inde = 0

    Is in Touch

    touch.index = 0

    Is Touching object

    touch.index = 0

    this shuold always evaluate to the touch object of 0.

    This however has one draw back and I don't see away around it.

    1. Touch to screen. This is index 0 which we will name A

    2. Touch another finger to screen. This is index 1. with say name B

    3. Untouch finger A. Finger B now becomes index 0

    that as what I can figure the best alternative. There is no simple option to just disable Multi touch in the properties. If you want a true single touch experience and avoid the index shifting in above example. You will need then need to be a little more advance be associating a Touch.index with a Touch.ID. but then your getting into more work."

  • jayderyu Thank you a whole bunch of kittens. I will implement this and maybe try to work around the drawback. I can code complex stuff, I just don't want to brake anything that I've already built, so I'm keeping away from longer lines :) I've gone through hell fixing 1 thing, and braking 10.

    Another user asked a similar question, I will post your answer to him too, soured of course :)

  • My project is almost finished, so this is one of the last issues I have.

    What is the most elegant and simple way, with the least amount of code and hopefully something that could be externally (externally as in, without adding new variables, switches, stuff in the already present code) implemented without meddling with the code that is already present?

    Or if it couldn't be done, with the minimal amount of change to already present code.

    Thank you for your replies folks, this is probably the last great conundrum I have for this project.

    EDIT: Oh and I use CocoonJS + full Construct 2 + it's an iOS project only