jayderyu's Forum Posts

  • umm. is the blue block automatically jumping the grey block?

    if the blue block has the platform beheviour. Then it has a lot of conditions pre built in. As in is(Moving/Jumping/Falling/Ground) on(Moving/Jump/Fall/Landed). It also has other criteria like unable to jump unless on the ground. So you are right the bluebox wont' jump without a Solid platform.

    As for second situation. I have a hunch it stopped moving because your greybox is unable to make the Y condition of 500(hower that happens) before it moves left. So since grey != 500 then no move left :(

    if you send your capx I/we can do more than just guess.

  • For your soundplay list. I'm not because I haven't played with sound much, but I assumed that sound files had both a name(unique) and tag(shared?). So that if you play by tag it would then just play all of them with the tag.

    I guess the best way is to experiment with that

  • procras get's it right

    en.wikipedia.org/wiki/While_loop

    I think you may have take the reference of "while" a little too literal in reference to the English language. While while() does make some sense in what you want. It's not used correctly.

    Use a while loop when you need compare condition. Also again procas is right. C2 has other caveats that allow development without a while loop. As a programmer I haven't used one yet in C2 though I have been tempted :D

    so yes. "While your in collision do this" which is what you have. The while goes into a loop until false. As your object is now in a true condition. It then does your action and THEN it checks to see if the condition is true again. Which it is because your object is still in collision. Then it does the action, then checks the condition.. so on infinitum.

  • I believe you need to export as an HTML. I don't think you can just copy the project folder to drop box.

  • I'm not sure. But... try a different browser. I thought that IE does not play well with HTML5 standards.

  • That's very interesting. I haven't tried much, but my 5 bouncing balls get's 60fps consistently.

    However that's consitently not always. On rare occasions I would get a hiccup and it would drop to 20 or less fps for just a moment.

    This was on iPad2 IOS6 and iPod Touch 3g IOS5.

    so there might be something very specific going on that causes this drop.

  • If your going to use touch I found it much better to not bother with Mouse. Also I found that when using touch it's best to use Touch to get the original contact position then use a Drag and Drop box.

    ie

    Touch on touchobject

    dragbox set position touch.x and touch.y

    dragbox is dragging

    -> paddle.x = dragbox.x

    that way when you release touch your paddle should stay still as your not constantly setting position by the touch, but instead the dragging box.

  • Interesting, but ok. I think there was a step I missed. I agree. I wouldn't think it should have any effect on it at all. Though the result seems to occur on all my devices I test with.

    I made the capx simpler just to show a single sample rather than show that it seems to effect all the DnDB objects. I moved the controller stick off for the testing purpose and I put the stick in the folder.

    same location, same file name, but modified

    CAPX: dl.dropbox.com/u/14087254/DragAndDropBug.capx

    Not working sample(default)

    put finger(mouse) on large grey circle(not the red stick)

    Red stick will move to finger(working)

    move finger. The red stick does not follow(not working)

    Working sample

    Take stick1 out of folder

    run sample

    put finger on large grey circle.

    red stick moves with finger.

    It's important that what is being pressed is the large grey circle and not the red stick. Pressing the large grey circle moves the stick to the finger and starts the drag and drop.

  • I have a question. Can this be done on IOS and Android without the WEBGL effects?

  • ok. Let's see I can express the problem properly here as there are more steps and strange behaviour involved.

    CAPX: dl.dropbox.com/u/14087254/DragAndDropBug.capx

    The design

    The sample uses a dual analog setup for testing purposes. The intention is that upon pressing the large circular area(pad). The DnDB object(stick) is moved to the touch position and then proceeds to have the DnDB object dragging condition.

    Problem

    The Drag and Drop Behaviour(DnDB)if placed into a folder for sorting will not achieve the desired above results. the behaviour object will be moved to the touch position, but will not be put into drag mode.

    Steps to produce

    Test A(working)

    run game

    put a finger on the either large circle.

    Move finger around.

    DnDB moves with finger as it is in "is dragging" state.

    Test B(not working)

    In the events. Put either stick1 or stick2 into the "PUT_STICK_IN_HERE_TO_BREAK" sub folder.

    run the game

    touch either large circle

    move finger around

    DnDB object does not move with finger as the object "is dragging" was not set. :(

    There are two results from this

    1. the object does not switch to dragging

    2. Even if there is only one DnDB object. No other DnD objects will work.

    I hope I expressed this correctly. I left two test cases inside to show that it doesn't matter which DnDB object is in a subfolder. As it does continue to affect others that are not.

    Chrome, FF, Opera

    Android Browser and Chrome, IOS Safari 5 and 6

  • CAPX: dl.dropbox.com/u/14087254/groupconstbug.capx

    Steps to produce

    Run the project

    The problem seems that a CONST variable in a group causes an error window. However the game will still run once "prevent further messages from this" is flagged. It can also be fixed by choosing "static & const" flags set to true.

    Opera, FF, Chrome all updated are the web browser.

    AMD quad core, ati 6800hd

    4gb system ram, 1gb gpu ram

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  • As a programming FYI

    Reference to C

    technoburst.blogspot.ca/2011/07/difference-between-const-and-static-in.html

    and from Scirra manual

    scirra.com/manual/83/variables

    ------------

    CONSTANT are variable that are initialized ONCE at the beginning. They are supposed to hold unchanging values.

    STATIC are variables that persist in a class or function between calls, but allow for the variable content to change.

    ------------

    Since maxCarrots can change he should be setting the it's toggle to static not const. Will this fix your problem? no idea, but it's what you should be doing to your maxCarrots variable as you need it to persist and change.

    static = on

    const = off

  • Touch(index)

    distance(touch(0).x, touch(0).y, touch(1).x, touch(1).y)

    I think this it... though you might want to use touch.XAt or touch.AbsoluteX

  • Based on playing the demo you provided I found the only annoying part to the sample is that when I run into a wall. The character will not move or slide along the even if my mouse has a lower or greater coordinate.

    This is what I think you want and what is happening?

    docs.google.com/drawings/d/1XBZR__-dh7mdBFvxNc7izP3io4S42lqCctBnNnDQcOE/edit

    one arrow is what is happening(is blocked based on linear direction)

    Where as the other area is the desired effect?

  • Well ok. Here are a few things I found out towards working on your solution.

    restart layout was resetting everything based around session storage. However, it did not reset Webstorage Local(ie long term). You might be able to get away with other methods by using another layout that has some vars or something, but I wanted to minimize any tampering to your own work.

    dl.dropbox.com/u/14087254/HNK_game.capx

    For now it uses local storage. Just remember when players do a fresh start to manually set the lives at the main menu before starting the game play.

    Hope you find it of some use.

    Thanks for the vote of confidence Space Ape, but I'm a noob at C2 :D. I just find the more I try to help the more I get my hands into quirks of C2 and become better at it over all :D