jobel's Forum Posts

  • Kyatric thanks!

    it's showing I have both 10.5 and 12 installed. Since I've heard there are still issues with 12 can I just uninstall 12? Will C2 then default to 10.5? or will C2 not see that? I'm on r200

  • R0J0hound any chance you could take a look? capx is in the op

  • got closer, figured out the invert of the parallax.. I had to lerp using the inverse (75% instead of 25%) to compensate.

    now it's just figuring out the scrolling. Normally you set the position of the tile to a multiple of 32, but in this case I think that also needs to be lerped?

  • newt the player is moving, not the background.

  • in the Properties I think the default is to set your game to Paused when unfocused. it;s a dropdown menu option..

  • use Audio.Duration("tag")

  • how can i check of which type they are if they're put into a family? (i'd like to skip checking for each object type :/ or creating 2 families)

    the only way I know how to do it is to set an instance variable in the family and then when you create the object, set it's family instance to some sort of identifier. i.e. kind = "green"

    so then in your function you would do:

    if object.kind = "green" do this...

    if object.kind = "blue " do this...

    also if i got 2 items pinned to a object - can i destroy them in one event or do i have to check in each event separately (by getting them with UIDs) ?

    you could pick each one, or use a container and they will automatically get deleted (and created) when you destroy/create any member of the container.

  • I got a little closer.. I'm able to match the parallax layer, but still can't figure out how to add to compensate for it.

  • hi..

    I have an unbound layout and I'm making it an infinite scroller (360 degrees). I have that part working fine, however I want to make the tiled background's parallax 125,125 (to show faster movement than is actually happening). So now I need to do a calculation to correctly "scroll" the background. My guess is I need to compensate or "undo" the linear extrapolation the parallax layer is doing...

    Since the parallax layer is scrolling 25% faster, the distance between the game layer (100,100) becomes exponentially further apart. The X of the game layer and X of the parallax layer will show as if they are on the same layer, but visually it will look different.

    I've seen lerp examples of the opposite of this, I'm having trouble seeing how to reverse it.

    can anyone help?

    here is the capx: https://www.dropbox.com/s/wc25q2e3m1vph ... .capx?dl=0

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  • Kyatric where do you find out which version of NW you already have installed?

  • yikes that's troubling.. I planned on releasing my game next spring.. do you think I should try to roll back to r187?? (also 10.5 allows Fraps to work.)

    I don't think I've used any of the new features... seriously.. why do I ever update anything? I always get burned!

  • nice.. cool behavior...thanks for sharing!

  • I actually had 10.5 of NW but I deleted since the new NW.js no longer has jank issues.

    Is the current version of NW.js not working well for you?

    Aurel I think released his game on Steam using Node 10.5, he may have advise for you...

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