Kyatric's Forum Posts

  • I'm still not sure what your problem with the arrays is really about, but I've implemented a board-like movement of a pawn using no array.

    I hope it can help you, or else you might want to explain again what is your issue, what you're trying to do, what you've reached and what you would expect.

    Example capx

    If the issue was picking, as ramones said, you need to set a variable instance on the instance of your "cells" to identify them.

  • Many apologies for the site downtime - our DNS provider is having an extended outage.

    From Scirra's twitter account.

  • Stable version is the one linked by default. (it is the one you download by default if you click "download" on the home page)

    I don't think it is an issue.

  • There used to be a bug attributing a "time streak" badge to users, each time they were loading a page of the website on the legit day.

    The worst part being that day, they couldn't access the forums or other parts of the site.

    It happened around a year ago iirc. That bug was since fixed but their rep stood.

    At some point, the best way to get rep is just being active in the website and helpful. The rep follows, it doesn't matter how "unexplainable" the points are <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Legendre: have you checked this topic, more up to date than rex's chat plug ?

  • Testing Sargas' capx in firefox 15:

    WebGL enabled : The boss_bomb disappear mid air and then their moving speed accelerates over time.

    FPS drop to around 52.

    Webgl Disabled : Same as above.

    Chrome 21:

    WebGL enabled : Same as above, FPS drop to around 42

    WebGL disabled : Same as above

    Otherwise the rest of the game plays at a steady 60 FPS in both browsers.

    IE9: FPS stays displayed to 60, and animation is smooth.

    Though the sprite disappears mid air and accelerates over time like in the previous browser.

    The change of speed of the bombs look like the FPS are catching up, a bit like if the code was framerate dependent (even though it isn't, using the bullet behavior on boss_bomb and using dt in quite a few formulas).

    Hard to trace the origin of this error in this massive code though. It feels there's some loop/over processing in there.

    Tested in r104.

  • 1) You can put text objects in families.

    The family needs to contain only text object types though.

    As a workaround you might also make the "win" score a series of sprites, each frame being a number and displaying the correct frame according to the current win score.

  • RandomExile: You forgot to count the rep points for the fact of being a C2 licensee.

    It's not written anywhere, but trust me, you got rep for that.

    Also you forgot to count the 3 points for MelVin's 3 comments.

    Also, anytime you get a comment or a tutorial upvoted, you earn points too...

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  • <img src="https://dl.dropbox.com/u/36472942/construct/forum-misc/MedalIsHere.PNG" border="0" />

    krish: Your medal is still on your avatar here as you can see.

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  • Generate on runtime isn't possible, but probably project files are embedded on the export of the exe.

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  • I'm not sure to understand what you're asking.

    Importing from a spritesheet allows you to select a single texture which is going to be sliced into animation frames.

    From there you can use the property "initial frame" to display a different frame (provided you set the animation speed to 0).

    Example capx

  • C2 has had a feature to import spritesheets for many releases.

    In the animation frame dialog, right click and select "import sprite strip".

    From the how do I FAQ

    mport frames from a tiles sheet/sprites sheet : LINK

    The image and animations editor manual entry

    The import sprite strip dialog