GeometriX's Forum Posts

  • Yeah, behaviours aren't able to use the specific values of other behaviours.

    Do you need the speed that the sprite is moving, or just the direction?

    If it's just direction, and assuming that object is moving without diagonals, then the easiest way is to record the sprite's current X and Y every tick that it's moving (use instance variables). Then, at the beginning of the tick, compare its current X/Y (from its properties) to its old X/Y (from its variables), then see if X/Y is greater or smaller than the old values, to determine in which direction it's moving. Once you've got that all done, update the variables at the end of the event to get ready for the next tick.

  • Personally, I'd love to see global variables get their own window, outside of the event sheets entirely, with additional support for sorting them into trees and branches. I usually end up putting all my global variables into a separate event sheet anyway, so they're out of the way (since they can't be put into groups), but then having to switch back and forth between that sheet becomes a bit of a chore. If we could have a window that can always be open, and easily arranged, that would save a whole lot of time.

  • Yeah, it's pretty common practice to have all assets in a compressed data file, like a cab, dat or pk3 file. No problem with the way NW does it.

  • Audio in "packaged" exports like Android or Node-Webkit is run instantaneously, it's not streamed. That only applies to html5 exports.

  • Urgh, getting constant struggles with Intel XDK now.

    After being unable to build my app, I decided to fully reinstall Intel XDK, recreate the app from a blank file, and set it all up again. The build process then worked, or so I thought. Emulation was running perfectly. Everything finished uploading and building, I got my download link, installed the apk on my phone, but when I tried to run it, I got the error "Application Error (file:///android_asset/www/index.html)". I unpacked the apk and it turns out that there are no assets in the www folder!

    Back in the XDK, I tried moving all the files to the root (instead of /www), but then the emulation can't find the files at all ("404: Intel XDK can't find your app".

    Also, I'm getting the same emulation errors as Lof. This whole thing is a huge mess.

    EDIT: Okay, it looks like I was a little overzealous with the axing of permissions. The building seems to be working fine now, but the emulation errors are still there. It also seems like all browser-related action (which generate errors in the emulation) aren't firing at all in the built app.

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  • Ah, I was about to post the same issue. I'm just about to finish wrapping up a little app but when it came to building, I've been struck with the same issues. Neither emulation nor building works, at all. When uploading, the zipping and uploading process is far too quick. It's like the assets aren't even there.

    Would really appreciate a quick response on this from the Intel or C2 team.

    EDIT: Just tested now with using one of the demo files instead of starting with a blank file, and it seems to work fine. I guess the blank template is just missing a file or something.

    Nope, wait, it's not working. The emulator works for the most part but throws up errors often. It now uploads the whole project but again refuses to actually build the project, saying that assets are missing. I've gone through the project settings and put in icon files and unchecked all the unnecessary plugins, but it still isn't working.

    Two updates: I've gotten emulation working with the blank template. Files need to be copied to the "www" folder, instead of the root of the application. I haven't used XDK in a while so I'm not sure if it was just me being an idiot and not knowing that.

    Second, regular Android app building works, but Crosswalk doesn't. This isn't immediately helpful but might help someone figure out what's causing this issue.

  • Cheers for that

    How long does it take for pictures to be approved?

    I've been submitting mine in the evening and find that they're generally approved by midday the next day.

    I sure do hope that the image approval thing goes away, it's kind of irritating if you have to make quick changes, or if you realise that the image doesn't look quite how you hoped when it's in the store.

  • Yup.

  • Lost your saved data too.. oh well, I can't lose my user's saved data, there will be a crap-storm as they find their game resets after an update.

    If you're up to the challenge, you could create an online facility for storing that WebStorage data, or at least the most critical bits. Release a CJS-based update that syncs local storage online, then release an XDK update that pulls down that data and loads it into local storage.

    It'd probably just be a matter of pushing data into a SQL database through Ajax and PHP, much like how ArcadeEd's online high score table tutorial works. The only hurdle is that you'd need a unique identifier for each user to keep their data together while it's online. I'd suggest generating a string of numbers and letters, then just say to the user "Hey, there's an update that's going to massively improve your user experience; if you want to keep your data, write down this string carefully and re-enter it in the updated version".

    It's a long, laborious, possibly messy process, but if in the end you have a more stable and overall better product, I think it'd be worth the effort.

    https://www.scirra.com/newstore/, but you need to apply to Tom and be accepted to see the store in its current state.

  • You should really be using global objects to do UIs. Oh look, here's a tutorial that explains how to do so!

    I agree with the rest of your suggestions, though. Although the subfamilies issue can be circumvented in most instances by simply putting objects in multiple families, it does tend to get a little messy in large projects.

    Well this is going to make things interesting, in a lot of ways (not all of them good)!

    Still, I've got a few examples of things that I'd be keen to rework into fully fleshed-out templates, if it means making a bit of dosh for my troubles.

    Also, here's hoping that this is a precursor to the long-overdue "modularity". Not holding my breath for it, but it could fit in very nicely with a proper asset store.

    EDIT: beaten to the punch, but I think Spongehammer and myself are on the same wavelength about this.

  • Very nice! I've been meaning to organise my tutorial capx files for a while, in a similar format. Is there a way to display only specific author's content?

    A side-note, something I've just seen: I wouldn't be comfortable submitting content for free to a site that accepts donations. Not that I'm against you making money to support server costs or basic admin, but I'm strongly against content aggregators that make profit from simply collecting other peoples' freely-available data. (N4G gets on my nerves, for example). Is there any way for contributors to be sure of where the donation money goes?