Kyatric's Forum Posts

  • The primary issue with people rehashing the already answered question from a forum perspective is that is adds noise. If there is already a topic/discussion about the issue, one can find the answer as well as further elements in the discussion and several points of view of the members who participated in.

    By creating a new discussion you are only spreading those informations, making it harder for those coming afterwards and that do SEARCH before asking to actually find the correct informations.

    Moreover, from a user perspective, it's tiring to, over and over again, see and have to answer the same basic questions being bumped relentlessly by people who prefer to wait for someone to do work for them, especially for questions that are already answered.

    It just goes to show that the person asking made no previous effort in searching by themselves. That's not what's game making is about, is it ?

    C2 lowers the entry point, but you still have to "work". And that's part of what makes game making fun and rewarding, isn't it ? Like for a game, you have a problem given and you find a way to overcome it. It's OK to "cooperate", but isn't it more rewarding to find stuff by yourself ? The "ha" moment when you finally understand a concept you were struggling with, and that pieces seems to fit together to form a bigger picture.

    As an old timer who knew Construct before there even was a tutorial part or a clear and awesome manual available on the website, it's bothersome.

    That those questions could have been asked back in those days can be understood, but that they are still now when there's already SO MUCH information available, it's bothersome.

    I can understand that one can get drown under too many informations (I wrote about it in a tutorial a long time ago).

    Nevertheless game making is not a race, so take the time to search for informations, to read already existing threads and discussions.

    There is already so much knowledge to be found through them. Plus by doing so, even if you're not getting immediately the current piece of information you're looking for, you can learn about stuff that will help you nonetheless and prevent you from asking those questions in the future and build/understand more elaborate concepts.

    Like in an RPG, you level up as you learn and practice. Except you don't have bars or visual feedback, it's all in your mind, in your goals.

    What's the point for me in taking the time to gather a list like the How do I FAQ for example if nobody takes the time to check it out and just prefers to be spoon fed by asking their question rather than learning/searching first ? (I know people do fortunately but not 100% of forum users/askers though)

    It has nothing to see with technicality like bandwidth, it's only a human question of "I've already answered this question 1000 times, why/how did you miss the answer ?"

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  • See ?

    By the number of messages asking what you want to do exactly, it sounds like YOU did not manage to let us know what exactly you wanted to do, and that's why you needed to do more analyse and be more precise about your intentions.

    If you mean a popup like a simple message dialog, there is the Browser.Alert action.

    If you mean a popup within your game, as xanxion said, add a layer and make it visible/invisible.

    If you mean a popup like a new browser window that pops on top of your current game, it's not really doable or something you'll want to do.

    As mentioned in my previous message, just see what are the tools at your disposal.

  • Why you shouldn't use MP3 in your HTML5 games

    Basically, there's no HTML5 way to read a MP3 file. So unless you're going through some kind of flash player, which may not be installed on every computers, you'll likely have different results from a computer to another.

  • Analyse the tools you have at your disposal in C2. Analyse what you are trying exactly to do.

    Be precise and at worst use the search function of the forum to see if anyone else has already asked and answered this basic question.

  • You could use the line-of-sight behavior to check if your units are covered or not, and based on that check apply a modifier.

    A couple of months ago I wrote a tutorial about getting several % of loot drop out of mobs, you could inspire yourself of that tutorial to possibly apply several % of "touch chances" to your shoots.

    It's not straight forward, but I guess it would be a good way to start.

  • jobel: Logout from the website, clear your browser's cache and login again, there shouldn't be timeout issues anymore.

  • Anonnymitet: With the webstorage use "Set local key" instead of "Set session key". Be also sure to load those data from the webstorage on start of a new game. Otherwise you are just overriding data without taking advantage of it.

    Check out the How do I FAQ for further examples of use of webstorage in the "Webstorage" section.

    It does work on mobile. You're not the first, not the only and not the last to do games on mobiles.

  • Anonnymitet: With the webstorage use "Set local key" instead of "Set session key". Be also sure to load those data from the webstorage on start of a new game. Otherwise you are just overriding data without taking advantage of it.

    Check out the How do I FAQ for further examples of use of webstorage in the "Webstorage" section.

    It does work on mobile. You're not the first, not the only and not the last to do games on mobiles.

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  • User media

  • The icons 16 to 256 are actually the icons displayed in the URL bar/on mobile (favicon). Nothing to see with the loader.

    Only the loading-logo.png is, And I guess it is just exported with the project anyway, whatever the Loader style property is.

  • Spawn & destroy is probably not a good idea, as it uses memory AND CPU in the end.

    If memory is an issue read about this blog article and make sure you're not overdoing it.

    Also, you talk about 72 different objects, but in the end you could have 12 different sprites containing each 6 different animations. This maybe won't have impact on the memory usage, but at least it sounds like a better programming practice.

    Posting your capx would probably be the best way to telling you definitely what's going wrong.

    But I suspect 72 frames causing memory issues just means you are using too big textures as explained in the blog article.

  • Is your platform using the tiledbackground plugin ?

    Anyway, it sounds like the line is part of the texture you import.

    Perhaps post a complete capx to let us investigate further.

  • Use the AJAX plugin to communicate with, for example, a PHP script set on your server.

    You can find examples of use and more explanations about the AJAX plugin in the How do I FAQ too.