dirtylook's Forum Posts

  • 15 posts
  • Thanks mate, I'll check it out! Sorry for the late reply

  • Many games that use a mouse allow the user to adjust the sensitivity in game rather than stick to their desktop settings. I've tried making a sprite follow the mouse cursor at a speed adjusted by a slidebar but it feels wrong. Is it possible to directly adjust the cursor speed within C2?

  • >

    > I think you may be right. I eventually wanted player object to go into the nearest house and just wanted one event to determine which house was closest and change the player.nearby variable to the name of that house, and then one event to push the player into that house at it's specific .entry speed... so I thought taking this route would be neater, but I guess not. I've in the meantime made some messy looking work arounds, I just wanted to know if it were possible to make strings read as object expressions. Thanks for your help.

    >

    But you can use "Pick Nearest/Furthest House" using the Player.X Player.Y to get it. Then you can get the Entry_ID of that house if you make a variable. That is probably the easiest.

    I think I will do just that. Thanks so much for your help, it's greatly appreciated

  • >

    > > you have to move the last ) to just before the & and remove one pair. Like so;

    > > float(Player.nearby) & ".entry"

    > >

    >

    > I want the "Player.Nearby" (which is set to House_01) and the ".Entry" string to combine to create "House_01" & ".Entry" which I hope will give me the "House_01.Entry" value of 20... moving the brackets as you suggested (unless I'm doing it wrong) results in the text displaying "0.Entry" and not 20.

    >

    > I don't know, I'm not a coder so this seemed like a logical way to do things for me, but is it just that you can't add strings together to create a recognized object expression?

    >

    It seems like you might be over complicating things if what you need is to be able to recognize each individual house from each other. Since you already know that the object in question is a house, and you want to know the entry. Why not just add a variable called "Entry_ID" as a number and then you can just set it to 20. Then you don't need to combine any strings or do any conversion. You can just use this "Entry_ID" to select the correct one.

    I think you may be right. I eventually wanted player object to go into the nearest house and just wanted one event to determine which house was closest and change the player.nearby variable to the name of that house, and then one event to push the player into that house at it's specific .entry speed... so I thought taking this route would be neater, but I guess not. I've in the meantime made some messy looking work arounds, I just wanted to know if it were possible to make strings read as object expressions. Thanks for your help.

  • you have to move the last ) to just before the & and remove one pair. Like so;

    float(Player.nearby) & ".entry"

    I want the "Player.Nearby" (which is set to House_01) and the ".Entry" string to combine to create "House_01" & ".Entry" which I hope will give me the "House_01.Entry" value of 20... moving the brackets as you suggested (unless I'm doing it wrong) results in the text displaying "0.Entry" and not 20.

    I don't know, I'm not a coder so this seemed like a logical way to do things for me, but is it just that you can't add strings together to create a recognized object expression?

  • I have an instance variable on my Player object called "Nearby".... it is a text value that records which "House" object is closest (at the current time it's just preset to the only house, "House_01"). The house object also has an instance variable, "Entry", which is a preset number supposed to determine the speed the physics object Player enters the house.

    What I am trying to do here is use the combined strings to return the "House_01.Entry" instance variable value as a number... eg. the string (Player.Nearby)&".Entry" should return the text string "House_01.Entry", which when tested in game with a text object is exactly what happens. What I actually want it to return is the numerical value of the instance variable "House_01.Entry" which I have currently preset to 20, but all I can get it to do is provide me with the text name. when I put int or float in front of the string eg. float((Player.Nearby)&".Entry") and test it the only value I get in return is 0 and never the 20 I have preset the instance variable to be. However, whenever I directly input "House_01.Entry" into the equation without using the string it reads it's numerical value.

    Is there any way that my string can be read as an instance variable/object expression so I can use it's value in my actions?

  • Absolutely mind blowing stuff.... what a work of art! You should be so proud of this!! Personally I can't think of anything else in the interactive medium as visually jaw-dropping as Memories.... and it was such a fluid experience too, very surprising.

    The only issue I came across was a typo you may not have noticed.... you said "provited you live in..." instead of "provided"... just thought you might want to fix that. Otherwise..... amazing!!!

  • A few bugs here and there, but nice concept (gameplay & story) and charming visuals!

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  • Really impressive stuff... I wish I could turn out something like that in 3 months, let alone 3 days.... nice work!

  • Nice, crisp visuals and the controls are solid too! I must admit though, it was over sooner than I expected

  • Yes they are free. There are also many sites that offer free fonts. Just google it.

    Ah, great... if the fonts included are free to use then I have nothing to worry about. I was just under the impression that because fonts like Arial aren't commercially free to distribute then royalties would need to be paid to use them..... however after looking into it more is it because they are only referenced from the user's system and not actually installed as part of the app that it is ok to use them? I'm sorry, I'm just not sure how it all works.

  • Yes

    Haha.... "yes" they are free or "yes" I need to get my own?

  • Just as the subject states, are the fonts available in construct 2 free to use or do I have to find other royalty free fonts/create my own to use in my game?

  • I'm not having problems as such, just testing some concepts to see how well they work on the different devices and was wondering if there was any fps gain in the compiled version.

    The test app I was using was roughly a 3000x3000 square layout with a player and 30 spawned enemies (just bouncing bullets). It was running fine until I gave the bullets 4 directions of animation.... from there the fps dropped to 6 on the iphone 4 & 22 on the ipod 5th gen that I test it on. It still ran great on the iphone 5 and ipad 4, but I was surprised how poorly it ran on those other 2 devices.

    I tried your suggestions but they didn't improve the fps at all, it seems the drop is directly related to the amount of enemies and the way I'm checking their direction.

    If there is no fps gain once compiled then that's cool, I'll just have to rethink how I'm going to implement certain things... but I can't help but feel that since I'm having these problems with such a basic design my full game still won't work efficiently on the iphone 4 or ipods... guess I'll just have to work at it and see.

    Thanks for your response

  • Hello, I'm currently making a native iphone app using construct 2 and cocoonjs. I'm just wondering if the fps in the cocoonjs launcher is an accurate representation of of the fps I will get from my game once it is compiled by ludei's cloud compiling service... anyone have any experience and knowledge about this? Thanks in advance

  • 15 posts