enigma's Forum Posts

  • 11 posts
  • Tobye, I'm yet to try your solution but I'll let you know as soon as I have whether it works or I have trouble.

    Yann, your file says it was created in Construct v164.2 'or later', but the newest version I'm able to find at all is v163. Weird!

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  • Thanks for your replies, guys.

    MaorKeshet, a problem I perceived with your solution was the same problem I was having with randomly moving letters based on index position: As far as I'm aware it isn't possible to randomly generate numbers up to whatever limit, without randomly picking the same number more than once. So, randomly generating numbers in a list between 0-5 for instance, rather than generating 1,5,2,4,3,0, is far more likely to always produce something like 4,4,2,1,0,0, which isn't particularly helpful. Sure I could still order that as 0,0,1,2,4,4, but ideally in my scenario (particularly as other uses for random generation have come up), I need them to be unique numbers.

    The solution I've gone with in the end is to have three Arrays:

    ArrayLetters [J, U, M, B, L, E, D]

    ArrayTemporary [J, U, M, B, L, E, D]

    ArrayRandom [0, 0, 0, 0, 0, 0]

    • then, with a loop, randomly moving a letter from ArrayTemporary to ArrayRandom, and then deleting said letter from the index of Array Temporary, so that I have something like...

    ArrayLetters [J, U, M, B, L, E, D]

    ArrayTemporary [ ]

    ArrayRandom [B, L, M, J, U, D, E]

    It's by no means ideal, though it works, but I'm not certain it would work with multiple rows in the same array, given that the loop is based on the width of ArrayTemporary, which changes over the course of the loop.

    Basically, as mentioned in the beginning of this post, if I knew of a way to randomly generate numbers without repeating those that have already been generated, it would make the process a hell of a lot easier.

    Many thanks for your suggestions.

  • Hi. I'll try to keep this short but sweet. Variable names and such given here are not the same as what I'm using, and all code-like writing I've written is pretty much only pseudo, in the interest of simplicity.

    I have a string, called 'myWord', which could be a word of any kind. In this example, we'll call it "JUMBLED".

    I also have an array, called 'myArray', which takes each character from 'myWord' and places them in order.

    So, in theory, it looks something like myArray = [J,U,M,B,L,E,D]

    What I desperately need to achieve, is for the contents of myArray to be randomised, (something like myArray = [U,M,E,D,L,J,B]) instead of in the correct order, as it is now.

    The problem is, despite all my research I haven't been able to find any particularly useful solution that doesn't cause a headache.

    Therefore, does anybody know of a simple means to randomise the contents of an array, either when inputting the string value to the array, or after it has already been created?

    Many thanks!

    Paul

  • I too am having this problem. Sounds in my HTML5 website export work perfectly well locally and online in browsers, but iPad plays no sounds at all.

    Audio files I have on my server are M4A and OGG extensions. Have just uploaded the original WAV files to same directory but haven't got the means to test again on iPad at the moment.

  • Well unless anybody ever becomes aware of a way to make Windows 7 Phones more responsive (never going to happen) then this matter might as well be considered closed!

    Thanks to everybody for your help.

  • Well here's the CAPX for the simple click-to-destroy thing I set up to test the phone, and even this had a delay on the touch controls. If the theories are correct, then your phone should have no delay at all.

  • Have you tried expanding the collision polygon in the image editor in Contruct2? :)

    I haven't, but as I said above, I tried creating an incredibly basic program where a few large square objects on the screen will be destroyed on touch. Touching each object did in fact destroy them correctly, but for every one of them there was the response delay I mentioned. For the original program I was trying to create, the objects were actually moving, and getting faster all the time, meaning this touch response delay was rendering it practically impossible to hit any of the objects.

    I'm not having this problem on my Nokia 820?

    I'm not too clued in on the difference of OS between these phones, but again as I said previously, I tried the Windows 7 Phone emulator on my desktop PC and it had the exact same response time as the phone with the same Construct programs being run, so I can say with some confidence that it doesn't seem to be my exact phone's fault. Most likely the OS, and perhaps you have a newer OS version?

  • So, having tried a few simpler exports on my Windows Phone - to ensure nothing was overly intensive on it - I found that even with a simple 'touch-static-object-to-destroy' program, with no graphics or any other programming, there was definitely between a 0.5-1.0 delay on the touch response on the phone.

    Because I wasn't sure if this was only my phone or not, I downloaded the Microsoft WebMatrix and Windows 7 Phone emulator to try it again, see if it was in fact only my case. As it happens, the emulator has the exact same amount of lag/delay on the touch response, which means it turns out this problem is entirely down to the browser or OS of Windows 7 phones.

    Shame. I wonder if there are any settings that could optimise specifically for this type of phone. Though even exporting as a Windows 8 app and trying that did the same thing. It's gotta be down to the OS.

  • I just tried a few more times and it seems even on the HTML5 page it is possible to hit the objects, however the same level of inaccuracy is present as in the app version. It's as if the hit area for the objects is too small, or perhaps the phone thinks the objects are in a different place when hit. Very peculiar!

    Thank you for your advice so far.

  • I tried exporting it just now as a Windows Phone 8 app, which produced an output that worked the same as the HTML5 site. Unfortunately the touch controls still don't work as they should, though I am able to press things every now and then.

    Don't know if it helps, but the objects I'm trying to have touched are simply falling from the top of the screen in sequence. They aren't too small and can be hit easily on iOS phones. There is also zero lag on the Windows Phone I'm using, so I'm not sure if the problem could be attributed to latency of any kind.

  • Greetings,

    Long story short, I am exporting a very simple touch game as a HTML5 Website (it will eventually be integrated with FB), which works lovely on desktop and iOS.

    However, having tested it on my own Nokia Lumia 800 (Windows Phone), I'm finding that despite the engine working flawlessly and running incredibly smoothly, I am getting zero responsiveness on any touch controls.

    I've tried all of the different touch control types, and even simple click controls, in case the phone wasn't registering the touches, but that doesn't seem to make any difference.

    Have any of you come across an issue like this before, perhaps with any other Windows Phones?

    Many thanks.

    EDIT 12/03/2013

    To save anybody any effort in reading this, the long and short of it is Windows 7 Phones appear to have around a 0.5 second delay in touch controls for Construct's HTML5 games. This has been tested with exports as Windows 8 Apps as well as HTML 5 sites, and tested on a physical phone as well as the Microsoft WebMatrix Windows 7 Phone emulator program, and produced the same results all round. Thanks to another helpful tester, it would seem that Windows 8 phones don't suffer the same lag on touch response.

  • 11 posts