jayderyu's Forum Posts

  • I thought if there was already an SOL built list, then family create it would also create the same type. But it's not. in fact as I understand Random Family is far from being a bug. It is random specifically for the Randomness. So it is smart, it is by design to generate randomly. It's not an accident or incidental. It is a feature design.

  • Whiteclaws is right. This is just rendering over large screen problem. Probably caused by the rain and water reflection shaders.

    A Memory Leak occurs when memory is allocated to an object. However even after the object usefullness isn't needed anymore the object remains. This continues to occur until where the object is created and not destroyed and keeps going. And going... then you run out of memory.

  • I'm not at home. But later tonight. However if your hosting on clay.io. are you using the Clay.io plugin? the clay.io plugin is not a Scirra plugin. Also clay.io uses additional web frames that maybe causing problem. But I can check tonight. the PM is fine

  • Magistross

    I haven't done this in C2 yet, but I had implement the Back button in Unity. And the trigger these devices shoot out is the Escape KeyCode. So try that out and see if it works. I'm at work and not 30m ago had to deal with this. Good luck.

  • Use a Dictionary to store you values. Pass your Dictionary custom var name. Also if you want. You can pass the Dictionary.JSON. Then rebuild the JSON. Your sample of need isn't good design. And iv'e never in 22 years of programming ever seen a function require more than 6 paramaters. There is a point if there are more than X params. Then it's better to pass an object with the values rather than the values.

    Listen to Ashley. It's his engine. and he's right 99% of the time.

  • I would use custom movement for the player.

    I would break the burger parts up into sections and link them by a var ID.

    I would put the bad guys on a NODE path.

  • 1. CJS doesn't support IAP. However somewhere there is a Cordova plugin that does support Ouya IAP. I don't know where it is. However the developer of Sticky Sticky can help on that. His game is HTML5 with PhoneGap and uses teh plugin.

    2. If you can't effectivly add gamepad support you will have troubles then.

    Ouya has a TBox on the controller, but should only be used for swipe. However it can be used to control a mouse cursor. But if you rely on it, I can't say it would pass. And the game would probably get a lot of negative feed back requiring a Touch to control.

  • For Layout Stepping and other such layout information. I usually create a LayoutSprite and create a set of vars on the object. Such as "NEXT_LAYOUT". So when the layout is done the ES will refer to

    Goto Layout(sprite.NEXT_LAYOUT)

    Cipriux is also valid.

    GotoLayout( "level" & currentlevel + 1 )

    Brita

    I and I'm sure many others don't think your dumb(i don't speek for everyone), at least you listen and are trying to learn where others don't, won't and are hostile. For the more experienced programmers we know where your coming from. You have already defined a standardized pattern of using a set of tools. Your moving to a new environment and applying those development patterns to C2. However C2 is different enough that your patterns aren't working and feeling that C2 can't do these.

    This is actually not uncommon as is a known situation. it's called Culture Shock(http://en.wikipedia.org/wiki/Culture_shock). That's exactly what happens one moving from one environment to another. Your facing it now. I faced it when I changed. I've seen other programmers go through it. Though each personality handles it differently. Some are more verbose in this shock than others.

    I've seen culture shock in more than just cultures. Often I see culture shock in Windows to Linux/OSX, Android<>IOS, heck I've seen culture shock from FireFox to Chrome. I'm not saying everyone goes through this. I've never had culture shock with browsers or OS, but I have to admit using C2 was a culture shock. And this is the reason why veterans of C2 know that C2 isn't a tool set for just Toys. Where as that person who has used the tool for 2 hours thinks it's only for simple toy games.

    My suggetions always has been. Start with a few small, but semi complex experiments. Get a feel for the difference before diving in. Get the feet wet. I tried diving in and found myself sinking <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">.. and like the other poster. He designed some work, then realized 6 months later his code is crummy. Same here. My earlier projects are crumtastic in design and I will be going over them.

  • That should work. umm. just an FYI though the OUYA doesn't do OnRelease for the controller.

    It has

    OnDown

    IsDown

  • Bl4ckSh33p

    How are you running the app?

    Are you running a non official app. I find an overlooked non Scirra plugin is the cause many times.

    I have a Fire. I can take a look if you want.

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  • Not that speficially. I had a similar problem where my buttons and stuff where on the colour wheel

  • No way to integrate this into C2. The library is C++ not JS. So until someone converts it from C++ to JS in one way or another. Not much can be done about it. Though it would be pretty cool.

  • nice to have, but also far more other features I would like.... Modularity

  • Pin or not the logical order of objects updates determines the reaction of SetPosition.

    So let's break down what is happening.

    scml.setPosition( ply.x, ply.y )

    ply.setPosition(newx, newy)

    so what happens here?

    the first object updates the position to the current player position. Then the player is updated. This leaves the scml(or any other object) 1 tick update behind. Is this a bug? no it's an architecture design issue. The solution.

    ply.setPosition(newx, newy)

    scml.setPosition( ply.x, ply.y )

    ok ok, but of course there is a problem. I'm aware of it too. The player is likely to be using a behaviour like Platformer. Which means we can't actually control the order of position. And as a >>>hunch<<< it goes like this.

    EventSheet

    Behaviours

    And of course we can't actually control that order So instead try

    wait0

    scml.setPosition( ply.x, ply.y )

    So is it a bug or is the result of design architecture. How can we create a fundamental change mixing plugins and ES code? The best we could get is the toggle ES/Behaviours order. But that won't fix the problems for PIN. How do we order which behaviours go last in the order structure? This is kinda the thing that just has to be. We get a massive awesome tool, but we need to accept the design architecture.

    If Ashley decides to put the actions of PIN after all other updates. Then that breaks up the speed flow. As the object updates, other objects update, then goes back to PIN objects. This would reduce performance as this increases object loop update size.

    Your noticing this on the SCML. I've seen it on a lot more. It really depends on some other form of object ordering. For now try the Wait 0 and see if that fixes up the problem. However it's still not an SCML issue.

    And just assist you a topic made two years ago.

  • KFII

    That's not a BUG. That's just how PIN works. It's also not related to Spriter at all.

    An object PINNED only updates after the parent object moves. If the PINNED object get's called update before the parent. Then when the parent moves the PINNED object won't update in the same tick. Instead the PINNED object will be updated the next tick.

    As a sample take 4 objects. Pin each one to the next to create a kind of chain. Then have the root parent fall. You will see the results of pinning.

    Personally I have plans to make a Plugin called SceneGraph. Which will work in a downward model. So when the parent moves, the system goes down to the children objects and will then do updates based on relative position. but that's not on the list right now.