Joannesalfa's Forum Posts

  • You mean the "Fullscreen in browser" -> "Scale" option? Is it missing in your version?

    ranma

    It's different because Mobiles (iOS) don't support "Fullscreen in browser" im looking a workaround to stretch canvas to fit the whole screen.

    In C2, sometimes we canget confused between Fullscreen from project settings and Fullscreen from browser plugin.

  • I don't remember about older version of C2 introduced Stretched fullscreen could fit the whole screen... isn't a missing feature?

    I really need it to fit the whole screen, doesn't matter if it looks ugly.

  • Didn't really look through your other events, was in a hurry. :)

    Harvester example

    I kind of did in a different way that should be way easier to manage and expand. Left few comments in the events, but feel free to ask if there is something weird there :)

    vee41

    Nice! I think im understanding better, i liked your event order, i feel so good you could solve the problem that i couldn't figure out, i really appreciate your help! :)

    I have a question...

    However, you removed "Animation Frame = 2" it's used to give an eye candy like impact, isn't possible to implement back?

  • Bump, i still need to know to avoid conflict between instances to instances

  • Add 'for each harvester' above your 'is gathering' event. Right now every gathering harvester is picked and same events are executed for each one. You can observe the behavior by setting a debug text to 'Harvester.pickedCount' at start of gather event and you'll get value 2 back, meaning that there are two harvesters that fulfill the 'is gathering' condition.

    vee41 that's NOT the solution, i've added "for each harvester" before, if you notice the numbers are substracting like animation is irregular too.

    Also it breaks the other instance when is gathering longer.

    The excepted result should substract 200 to Mineral if 2 workers are gathering at same time.

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  • theubie oh weird, i always think it could take logic performance if each boolean state is on every tick, however it's working. Thanks!

    Actually... i added animation how it gathers mineral. 100 per Frame 2. Added in event 5.

    I found a bug, it seems the synchronization between 2 instances, if they move as equal... it caused bug, there a thing you can reproduce bug, i made 2 layouts Good and Bad:

    -Good, the gathering minerals were reasonable added goods and substracted minerals.

    -Bad, the returned goods was irregular because the remaining crystal is 50,000, 2 instances gathered this mineral by 500 each one, the goods are 1,000 and the mineal is 49,500, very irregular. It should be 49,000.

    Do you have an idea how to fix it?

    http://dl.dropbox.com/u/76227787/MineralGoodsBug.capx

  • I've made like 3 threads and i got no feedbacks... I guess i would keep making threads until we get a reason why it didn't work.

    Download it and press preview:

    http://dl.dropbox.com/u/76227787/Miner.capx

    It works like a charm, so we want to copy another "Harverster" in this layout, then preview.

    It didn't work because second miner ignored harvesting. There a workraround to make it working was cloning from Harvester to Harvester 2 and copy/paste the entire event from Harvester to Harvester2, it worked very fine. But it's waste of time and bigger events.

    I need a help, i still don't get why multiple instances never work.

  • It seems you are using version Mac OS X 10.6.8

    Node-webkit would work with version Mac OS X 10.8, i don't know why

  • matt75

    I'm sorry for ignorance,

    How do you apply if (abs(squared_dist) <= collision_rad_squared) ) in C2 events?

  • Probably is using jQuery

  • iOS doesn't accept any third party browsers, except some browser should use Safari Core. They are basically for UI design and some features.

  • Hi pals, i'm not sure if this a bug or design, i'm trying to make the game without collision because C2 has great collision managment but it can cause performance issues for mobiles, compared to other HTML5 games don' use specificed collison may save good FPS for mobiles.

    I've seen C2 blog talked about FPS comparison for mobiles, they showed between 2X to 57 fps, but i'm getting 60 fps without complex collision system.

    At this moment, i'm having a problem, it breaks trigger once for each more than 2 objects in targeted distance.

    It uses loop for each.

    Reproduce to problem

    1-Wait to get hit by one, it only substracts by 10

    2-While get hit by 2 bullets, it breaks trigger once and substract 10 in every tick.

    Demo:

    http://flamma-beta.com/HTML5/TriggerOnceForEach/

    .capx:

    http://dl.dropbox.com/u/76227787/TriggerForEachIssue.capx

    Thanks for advance.

  • I doubt Ashley will not help anything if it requires a mac to compile a game with Xcode, anyways it should have optional exporter would be awesome

    EDIT: We have 2 optional exporters may require with mac:

    -Ejecta (Only iOS)

    -GameClosure (iOS and Android)

  • Nice! I definetly participate this contest :)

  • Using orientations changes in C2 is kinda hard, but there a plugin would help you

    https://dl.dropbox.com/u/5779181/C2Repo/rex_window_orientation.html