jayderyu's Forum Posts

  • sqiddster, I thought it might create a more fluid deceleration that was dt based rather than tick based. If the deceleration was per tick then slower hardware would end up having a deceleration slower compared to the dt already implemented... however I forgot to add the dt modifier.

    i'm just trying brainstorm an idea. If it helps get you on the right path the suggestion successful :)

  • hmmm

    var constant dec = 0.2 // fiddle to speed

    var constant pwr = 10

    var speed = gamepad.x * pwr

    if (speed < sprite.currentspeed)

    {

    sprite.currentspeed = lerp(sprite.currentspeed, speed, dec)

    }

    else if (speed > sprite.currentspeed)

    {

    sprite.currentspeed = speed

    }

    ummmm. will that work based on what your looking for; or at least maybe some inspiration to solve your problem. It's not fined tuned too work 100%. I'm just brainstorming.

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  • There is a difference between an image of a Sprite and the Instance of Sprite. Your lumping the sprite as individual images even if they are the same image. That`s not the case.

    * A sprite is world object that renders an image based on world position. The sprite usually only consists of a few values such as XY, frame.....

    * An image is a memory allocation that holds the colours that creates the visual looks.

    A sprite is location where the image is to be drawn to on the canvas. That way you can have many sprite information XYs, but not use up more memory. The sprite is not the image.

    ImageMountain, size 200kb

    Sprite1, x0,y0, image=ImageMountain.(size is 100bytes)

    Sprite2, x0,y100, image=ImageMountain.(size is 100bytes)

    Sprite3, x0,y200, image=ImageMountain.(size is 100bytes)

    Sprite4, x0,y300, image=ImageMountain.(size is 100bytes)

    Sprite5, x0,y400, image=ImageMountain.(size is 100bytes)

    this is just rudimentary principle. There is only one singular image for each sprite. That image is the largest chunk of ram. Each sprite even though there are 5 of them all use a tiny fraction.

    When the computer is then told to draw the sprites. The computer will draw the same image for the same sprite.

    Sprite is not the image... sprite is the location and condition to draw the image :)

    (note: the term sprite seems to shift depending on the tools being used)

  • It's not illegal. It's called cybersquating. It sucks, it's a lowly style of making money. That's my opinion anyways. However, he does have under internet policies to let go of a domain when he wants. At a fee if he wants :|

  • sigh, at this time there is no robust networking architecture. There are however rudimentary tools

    Socket

    Websocket

    Velotjay's photonclient

    if speed is not a requirement you can use AJAX.

  • Yes agreed

    Run Layout

    Run Project :)

  • Try something like this

    var disc.touchid = -1

    var force = 200 // tinker with this to get it to feel right

    onTouch disc

    set disc.touchid = touch.touchid

    isTouching

    disc.touchid >= 0

    --> disc force=distance(discxy, touchxyforid(disc.touchid))*force, disc angle = angle(discxy, touch.xyforid(disc.touchid))

    onAnyEndTouch

    disc.touchid = touch.touchid

    --> disc.touchid = -1

  • dl.dropboxusercontent.com/u/14087254/BlockMechanics.capx

    A couple of things to keep in mind

    1. Careful of logic flow in C2. If/Else work really well

    2. Work with a layer that you can store all your assets. The reason for this. You need a Sprite object to exist on any layer to have definition. Then you can create the sprite. However, hiding your sprite can cause all sorts of pickedcount/count issues. So just create a serparate layer for assets and your good to go :)

  • I'm looking right now, and looking to see what is going wrong. I'll repost a fix in a bit.

  • Have you tried the introduction tutorials? Covers a lot of the basic starting principles.

    scirra.com/tutorials/top

  • I don't find the feature very annoying at all. I'm very grateful for it. I'm rather reliant that the disable/enable group is cross event sheet. Makes a lot of sense. Let's me divy up my groups across sheets rather than cluttering different factors into 1 sheet.

    keep in mind that C2 is not an Object based language. It's event and string based. Since Group names are a string and not memory reference then all groups by that string name will be effected.

  • I usually don't touch beta's with 10 foot pole unless there is some critical feature I need. So I won't be looking at your caps :( So I can only offer a suggestion on how to do it.

    give touchobject the var touchid at -1

    onTouch touchobject

    -touchobject.touchid = touch.touchid

    -do object stuff

    -touchobject.setframe(1)

    on any touch end

    touch.touchid = touchobject.touchid

    • touchobject.touchid = -1
    • do object stuff
    • touchobject.setframe(0)

    That should be what I think your looking for. I can't look at the capx to know for certain.

    Also on a final note. I'm pretty sure "BUGS" are for C2 Engine bugs. What your posting right now sounds like developer logic bugs. Any help shuold be posted in the "How Do I"

    This could be a bug, but it doesn't sound like a C2 engine bug.

  • Why not offer a walk stance button instead to replace the analog value.

    Right - Normal Right

    Double tap Right - Faster Right

    press 'z' - stealth mode

    • Right - slow stealth Right

    OR

    Right = Normal Right

    Shift Right = Slow Right

    this would be similar to what you would be trying with an analog to keyboard. This would be easier than counting the steps and would be more ready to implement for analog. As your suggesting would be to create a mechanic now that you might not use later.

    However, if your going to do the "10 step".

    OnMove

    • startAlertTimer = -1

    --> startAlertTimer = time + 500(time 10 steps)

    • If startAlertTimer < time

    --> AlertTriggerCheck

    MoveOver

    --> startAlertTimer = -1

    that's just a suggestion of course

    you can check for if the animation reaches a specific frame

    OnRight

    • If sprite.animationframe = 8(frame 8 for a step on the ground?)

    --> alertStep++

    • If alertStep = 10

    --> alert Check

    good luck :)

  • No, Ashley expressed hesitancy about pulically showing up coming features. Does want Game Salad, Game Maker Studio to know what features are coming. Then do them before hand.

    I don't agree, but I do understand :(

    However, he does hint what is on the todo list here and there :D

  • In my opinion, if it is a mass market platform (desktop, mobile, web)- it does not really matter where to publish. What does really matter is how you conceptualize and integrate your business model into the gameplay, which should be designed with your target group in mind.

    You should consider this questions first:

    - Core game play (e.g. if you wanna reach a mass market you should go for super-straight forward things, interactions should be clear, no frustrations, but the gameplay should be meaningful and with depth)

    - Setting: gfx, story etc. There are some rules of thumbs like polished and straight gfx, progression indicators etc, no SciFi or fantasy.

    - What is your "viral" strategy?

    - What is your business model (how are you going to monetize)

    - Metagames are the most important (user retention & engagament) There are some good examples of games in appstore, which are great because of very well designed metagames (e.g. Puzzle Craft)

    There are many games in appstore and google play, but only may be 10-5% are vere well designed products. There are tons of nice and easy games, which are easy to pick, but the lack depth and you throw them away after playing them a couple of times. So I think there's always room for cool stuff, no matter how saturated the market is.   

    Very well written and makes a lot of good points.

    I don't agree with 'no fantasy or sci-fi'. We have Dragon Age and Mass Effect for the computer. On the App store for RPG's just past Minecraft stuff(which is not an RPG) there are a lot of fantasy games.

    Otherwise I agree with your important points :)