jayderyu's Forum Posts

  • eh. Don't need Sheet Boolean.

    If( bool != 0) there you go. boolean check

    or

    if (bool == 0) just make sure your if check is explicit for 0.

    Though it is weird that it's not there.

    Scope. Create a Group for the Event sheet. Everything goes into the group including the variable. This of course is private. However if you need public it's the strict OOP design model then. use getters/setters to set the group vars.

    How about this suggestion. Baking in the Function plugin.

    Having to use Function.Call("function_name") is a pain.

    New variables are baked in to the drop down list and checked in the expression lines. Why can't Functions be built in :)

  • There are some amazing looking games on here :D

    Her is my entry. It's a slow develop :D

    Subscribe to Construct videos now
  • ok. Well C2 isn't very good at cutting out images on a scrolling system. The best way for such a thing is to put an image on top. For what your looking for you couldn't scroll them graphically through the top as the top hider image would also hide the game screen :\. You can check the iScroll plugin.

    However you can iterate through your array lists and redraw what's seen.

    variable(store wherever)

    var current_row = 0;

    Pop the inventory box onto the screen.

    repeat(col * rows)

    --> create inventory_tile

    --> set tile frame/animation to Array.atValue(loopindex + (current_row * 8) )

    --> set inventory_tile.xy(loopindex % 8 * width + offset_X, loopindex / 8 * height + offset_y)

    When you need to change. Change the current_row value, destroy the current icon tiles. Redraw loop.

    That's the principle idea of scrolling through. this was just a quick guide. Nothing detailed so I am probably a smudge off on my math formula.

  • hmm. That starts to help. Another question in relating to your up and down.

    Do you mean the Inventory BOX is going up and down with your entire inventory OR do you meant that you have more than 4 rows of inventory and you need to scroll through them?

  • That's because anchor holds objects to a relative position based on different resolutions.

    This is mainly used for cross device or resolution of games. it's not really used to for placing objects on to the side.

    So if you have an object that is 100px from the LEFT and TOP. Then it should remain 100px from the LEFT and TOP on all resolutions. This also holds true for RIGHT and BOTTOM which I find will be more influenced by different resolution sizes.

  • Well for myself

    Symphonic Metal(Xandria, Epica, NightWish, Kamelot....)

    Dead can Dance(whatever you would call it)

    Beetles, Johny Cash, Bowie, kate Bush

    ... meh. it wll be easier to just mention what I won't and don't listen too

    Older Country, newer I like.

    Hip-Hop & Rap(I do listen to older rap though)

  • Use a root object and pin your items or a gfx item representation to it. Then move your root object.

    If you have an image or example of what your looking for I can give better details.

  • Well I will throw my name in as well :).

    I am taking work at this time for apx $20/hr. However I will also work on a per month rather than straight hours too. Ranging from $2200 to $3500 depending on the complexity of the work. Denomination in USD.

    Here is my work as the programmer on a demo with a good team

    apps.facebook.com/thebluecode

    Here is a video of a game in the works. Done pretty much solo with a handful of free assets(like music and backgrounds). As a warning this is still in the works :D

    youtube.com/watch

    my email jayderyupil@gmail.com

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  • WebStorage only provides local client side storage. online storage will require the use of AJAX.

    Also it helps if you can post a capx or image of what your doing :)

  • So I was fiddling around.

    1. I removed and re-installed. no luck

    2. I did the suggested full clean remove and install. I was pleased that the un-install left the prior plugins/themes/effects... in the directory. I moved them out.

    And did a fresh install. No luck.

    3. Installed a fresh version under 64bit. And works. Put the plugins and stuff back in and still works.

    So for me only 64bit versions works. It's not ideal as I can't rely on all the computers I work on will be 4bit. BUT it it does work and working is better than not working :) I also hope this helps bug fix the problem :)

  • I got the same problem. I'm going to try to make sure the old stuff is removed.

    However here is my info

    Windows 7 Ultimate 64-bit

    AMD Phenom II X4 955 Processor(4cpus's), ~3.2Ghz

    Memory 8192MB RAM

    DX: 11

    Construct2 Install: 32-bit version

    I install 32bit and put it on my USB. So I know other computers I might go to may be 32bit.

    Problem signature:

    Problem Event Name:     APPCRASH

    Application Name:     Construct2.exe

    Application Version:     2.0.0.0

    Application Timestamp:     52976d93

    Fault Module Name:     Construct2.exe

    Fault Module Version:     2.0.0.0

    Fault Module Timestamp:     52976d93

    Exception Code:     c0000005

    Exception Offset:     001ee623

    OS Version:     6.1.7601.2.1.0.256.1

    Locale ID:     4105

    Additional Information 1:     0a9e

    Additional Information 2:     0a9e372d3b4ad19135b953a78882e789

    Additional Information 3:     0a9e

    Additional Information 4:     0a9e372d3b4ad19135b953a78882e789

  • Ramones is right on that. Due to the nature that TEXTBOX is fully a HTML DOM object and not a C2 object. This led to the design that the TextBox and all the DOM objects should be set by the CSS style. Also I hear you can copy/paste a CSS file into index.html to set the value of these.

    However as a personal note for game development. If you need text for a game you should be using SpriteFont and no DOM objects. The DOM objects should only be used for more application, form types of input screens.

    The reason for this is because DOM object are heavier on the renderer. Desktop computers can get away with this due to the amount of power. But it's still not the better design choice.

    If you need some diversity to SpriteFont. You can make a basic white font. Then apply a colour effect that can be modified run time. Also use larger sprites for the font; that way you can decrease the size without loss of resolution that you would get from upscaling.

    Finally another reason to NOT use TextBox and the entire DOM family for games. Is that browsers and O/S have effects on the font and font values used. While you can influence some control over this. it is likely that you would need to set numerous CSS settings to accomodate different browsers and OSs as needed.

  • There are no limitations in C2. It is about about having the talent to do it.

    But I'll answer your timer question for you.

    Locking the object action

    ObjectToLock.nextTime = time + locktime

    attempt at object ability

    ObjectToLock.Do Ability

    if ObjectToLock.nextTime < time

    -->then do action

    Id you need big hours or time for concepts of coming back. Then you need to use

    var ObjectToLock.nextTime = Browser.execJS("Date.getTime() + TIME_IN_MS")

    FYI I don't recall the exact JS function for this right now.

    The same principle is applied for checking to do the action.

    I know this because I have a game POC that actively needs to do real time in the possible use of days.

  • thehen

    That's awesome the hen. That's a nice offer of you. :)

  • Actually as a thought. Instead of checking for time. Wouldn't it be more helpful to have timer/frame trigger that was on the spriter side.

    You could in C2 have either

    Spriter.AnimationTime = 2.5

    or instead

    ->Spriter.OnFrameTrigger = "name"

    Much like how Spriter is getting audio frames and frame collision boxes. it just seems the natural step is to have frame triggers rather than checking the current time of animation.