foolberry's Forum Posts

  • I really like the look of the planes and how they handle.

    It's annoying though that it stops you playing when you run out of time. I had taken no hits at all - I think I should have been allowed to play on!

  • Ah, the post has made a mess of my careful ASCII art. This is what I mean:

    <img src="http://www.st-andrews.ac.uk/~jcgl/Scots_Guide/audio/clipping/fig1.gif" border="0" />

    Apparently it's called clipping, not clamping.

  • Since the last time I requested a feature it had already been implemented, I thought I'd go for another.

    I find the Sine behaviour really useful (though badly named). What would make it extremely useful is to be able to clamp the values - this would allow much greater control over the curves.

    eg. If currently I have a triangle wave with a magnitude of 10 then I would get a wave like this

    /\    // \ / \ /

        \/    \/

    Now if I was able to clamp the same wave to 5, then I would get a wave like this:

    __      __

    / \    /     \__/    \__/

    Which would be very useful.

    Also on the sine behaviour, it would be great to be able to set the offset in an action.

  • Awesome, thanks. I obviously missed that!

  • It would be really useful to preview how layers parallax in editor. Currently it's very trial and error to get something in the right place in a layer that parallaxes.

    I'm not quite sure how this would work. But I guess what I'm asking for is that when I place something on a layer relative to other layers in the editor - that's where it will be in game.

  • On my current project, I have each level in a different layout, and since the start of it I wanted to create a single HUD that would work with each.

    First I created the HUD dynamically when I load the level, but this is a pain to create and maintain if the HUD is complex.

    Then I created a HUD on the first level and made it global. This works - except if you jump into a different level - if you are testing or if you are continuing a saved game.

    And today I found the solution... which basically involves checking to see if the HUD is loaded - and if it isn't switching the layout to the HUD layout and then switching straight back - with the HUD kept because it is global.

    I am very happy with this!

  • All those suggestions are good.

  • foolberry - using a single global would be dangerous if there is any multithreaded parts to C2

    That I didn't think of. I use this alot - not usually globals actually, but object variables. And I've never had a problem with it. I use it where you'd normally call a method in code. But I see there is a threading problem potentially.

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  • It's unlikely to be the on tick actions in themselves - I think - more likely to be something nasty nested in one of them. I can't see anything in the code you've posted which would cause a problem.

    Have you tried disabling the onticks one at a time to find if the problem is specific to one of them. And then disabling code within that ontick.

    If you want to only have the GUI update after variable changes then I think the best thing is to handle it all yourself and have an updateGUI global boolean. Set that to true after you've changed a variable etc. And then have a on updateGui condition with all your code inside it, setting updateGUI to false at the end.

  • Can't test easily now because Chrome is now my default. But I definitely had a project open (with layouts open)

  • Well, I've solved it - by checking against the animation frame of the button (is the button down as well). But I still don't see why it doesn't work as written.

    (Although it's neater now since previously the event system was spamming away on every button that the player wasn't touching)

  • WHERE DID EVERYBODY GO???

  • Can you see what's wrong in this code - I'm stuck with it.

    <img src="https://dl.dropbox.com/u/104684620/Capture.JPG" border="0" />

    I'm trying to control a triggerable object with a button. When the button is pressed, then it finds the Triggerable Object with the TargetID and it sets IsTriggered. This works fine.

    When the button is let go, then it should do the same - find the Triggerable Object with the TargetID and set IsTriggered to false. But this is not working.

    Any ideas?

  • Isn't the For Each totally redundent there anyway?

    Might be worth going and reading the tutorial on instance picking.

    construct.net/en

    I think there's a more detailed explanation under the For-Each bit of the manual.

  • That is exactly what I meant. Thanks.