GeorgeZaharia's Forum Posts

  • newt nope, that what i was thinking also but is as oosyrag says well kinda...

    its like this if i remember properly.... no matter which way it is... for u to get

    1234

    5678

    you need to make a loopindex(x)*10 / by something forgot the formula and then u get it one after each other. il be back with it.

    edited: i know is been 2 years sorry for bringing it up, but the math i was talking about was

    loopindex("x") +loopindex("y") * number of loops for each for example

    if you have a

    for "x"

    from 0 to 4 (which is 5 including 0)

    for "y"

    from 0 to 4

    we then get the value bellow

    5 = x.N_horizontal_loops = number of loops on the horizontal lines counting 0 as 1 (so 0 to 4 =5 0 to 11 = 12, this works even if you have loopindex y loops greater than nr of loops of x)

    and you will get the following order

    0,1,2,3,4

    5,6,7,8,9

    10,11,12,13,14

    15,16,17,18,19

    20,21,22,23,24

  • try using adjusthsl effect but then your game will require webgl support for it to work. i dont recommend it on iphones. but you can also get same results with multiple frames.

  • just spawn a clone of the same image/another sprite with same image as original or any color you want it to be, when your main actor it starts moving or is moving, to the new spawned object add the fade behavior and set it to fade in 0 wait 0 fade out 0.2 or less/more depending on your desired effect. is the easiest way of doing it.

  • Well the issue is with multiple "cows" they all seem to move towards the same piece of grass, even when some of them shouldn't be able to see it or at least it seems that way

    you have to reduce the LOS distance of view, the example i gave u uses 10,000 pixels.

    a 200 /300 pixels should be more then enough to create a real kind of effect.

    additional each cow would have to check other cows position and see if there are grass spots empty so they can go to them. so that needs to be implemented also as conditions.

  • Also i hear Gamecorpstudio talking about babylon 1.5 i

    that was the second product our dear X3M planned after brings the current editor to version 1.0

    but i was talking more of a future thing then the actual version.

  • cowvsgrass using los

    however picking a grass one needs more conditions the code in capx picks automatic the closest.

  • > who said intelxdk will close their doors? from what it looks on their official website and product development their here to stay. i couldn't find anything related to intel xdk being drop'd anytime soon. am i out of loop? :O

    >

    First, thank you for your suggestion.

    I based my statement about XDK on this topic:

    well it seems your not in need of another serivice man. all they said, is they removed cordova cloud service, but they will provide us the cordova SLI or whatever is called to still wrap games but offline or standalone not with their clouding service. which makes more sense.

    here is a quote

    [quote:6pk6tmx4]Significant changes as part of this release include:

    Updated the underlying Node-Webkit runtime (0.18.9).

    Simulate tab is now based on Chromium 54 (due to the NW update).

    The built-in Brackets editor has been updated to the latest version.

    Samples have been updated to support Intel® Gateway IoT development platforms.

    Improved IoT daemon installation, especially for newer Intel IoT platforms.

    Export to Cordova CLI or PhoneGap Build feature. <--- the original was cloud-compiling, now everybody is going to make it on their own, and intel said will provide us with tutorials and documentation step by step, to get same results but without their intelxdk.

    i think is for the best.

  • who said intelxdk will close their doors? from what it looks on their official website and product development their here to stay. i couldn't find anything related to intel xdk being drop'd anytime soon. am i out of loop? :O

    by retiring is this what you meant? (XDK will focus on IoT Apps)

    P.S i think you could get the same cordova compiler from GitHub if im not mistaken i still have a small compiler in my pc around here pulled from GitHub, it makes all html5 games into APK ready to be signed with android SDK which once you got the apk is easy to sign it. and it doesn't give u a arm or x86 but 1 apk that works on both, like how cordova was doing when intelxdk was a new choice for C2. (not sure if you remember that).

    Edited: so my choice would be this one here ht5ml to native apk if intelxdk would drop the android support compiler solution they have.

    i hope my input help if not, sorry i have no clue!

    P.P.S and the good part on my solution is that you can improve it also as you want if you know JS - plus are benefits and i kinda cant see a downside to it... once you set a certification signature for android SDK no limit on how many APK u can export, plus alteration of the source code without any limitations, of course there is that where nobody will probably pick it up and support it since the original maker, seems to have drop'd it for some years now. but i think would still be a good tool to have until something better pop's up. (yes i tested it, a few times needed a apk and intelxdk was offline for update or something. and was working perfect, however i only used the unsigned apk since i only needed to test things on mobile and not publish).

    to use it just follow the official quick instruction

    [quote:1j7m9vbb]Quick Instructions

    Wipe the contents of the directory 'html5' and put your own app there. Image folders, javascript, whatever you want. There should be a file 'index.html'. The default app is Chris Wilson's WebAudio API synth.

    Now run go.bat. An application called app.signed.aligned.apk will be generated and you can install and run it on your phone. The APK is quite big because it includes a cutting edge version of the chromium browser, with asm js, WebGL and WebAudio.

  • if you dont have a local variable such as score/value/etc on each card, then go for multiple cards as frames in 1 sprite. you save events later, but the moment you add variables for each card and gets values from it then stuff complicates and is easier to manage having independent sprites.

    P.S if your card value is the same as the frame position number then no biggie you can use the frame number as a value for counting cards and setting value of it.

  • sintax seems good, its a positioning issue, try enlarge the preview screen and see where actually spawns, do a 5000 preview pixel width and see if something appears outside,

    also is there any condition that destroys the objects created if their outside? it might be the objects are created just a tad bit outside the area u want them and being deleted.

    if you have a capx of it we could take a look at it, or send it in PM if you dont want it to get public.

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  • try using instead of dt -> a fixed value 0.1 or 0.2

    dt is frame rate dependent which may go up or down based on device it runs and how intensive is the game.

    that means it wont add only 0.1 but can also add 0.12 or 0.112341 or 2.123 which will surpass the math your using there...

    also another factor would be that tempo is changing everytick and there is not enough time for the bellow conditions to happen, since by the time they are triggered tempo is already changed.

    see if you add to tempo every dt or 0.025 what happens. as a second solution.

    P.S when you say long run what that means, time frame i mean? i played for about 1 minute (painful 1 minute cause i cant predict the cars coming in which after 5 -6 hits you die and game resets) everything looks ok here.

  • the reasons i seen where this two:

    1 text are heavier as cpu usage atleast in my tests. it might be that text object might be faster by 1 kb or .0.01 on my test was way faster with spritefonts.

    2 text font, is not supported on mobiles, its always going to look as arial instead of the custom font you set it in the template(example: Miryad pro bold size 30).

  • it might be that the memory use is to high(and phone just cant handle the loading process), 1 gb memory usage is pretty big even for most newer mobile phones.

    the image size or project size you can cut it off with png compressors, like tinypng and so on.

    i really cant tell without a proper info outside you offered. might be the compiler settings also. it depends.

  • pick all by comparison expression should solve this

    condition or expression should look like the following

    pick all by comparison

    sprite

    sprite.animationframe = 1

    action

    text1 set text to pickedcount

    =========================

    pick all by comparison

    sprite

    sprite.animationframe = 2

    action

    text2 set text to pickedcount.

  • if your using platformer behavior wont work, since the following will occur:

    1 you will land yes, but you will still be falling, which conflicts with the landing of platform behavior and nulls the jump

    2 your still falling

    fix

    instead of platform jump

    use platform set y vector or something like that and push it automatically at what force you want.