Kyatric's Forum Posts

  • Optimisation isn't a big deal.

    Or to be more precise, optimisation is probably not what you think.

    Check this manual entry as well as this one.

    They both present what elements/best practices really make a difference as far as optimisation goes.

    There's also this blog article from Ashley : optimisation: don't waste your time.

    That's it for optimisation.

    For your issue, indeed an invisible sprite could do the job.

    Perhaps explaining clearly what you're trying to do and posting the capx of your project for us to see the settings would help answer you in a definitive way.

    But if you've found a way that's working, just keep with it. As long as it does not mess with the rest of the project it's good enough.

    Also you can, instead of checking for an overlap, check for a distance between Sprite and Sprite2.

    Such example is listed in the how do I FAQ.

  • CodeMasterMike: He only wanted the "X" distance.

  • Example capx

    It is pretty much using how events work.

    Also the collision has nothing to see with the fact that the sprite is moving or not, it just checks at that moment if the sprites are in collision/overlapping each other.

    In this example, having as top event the "On "Space" pressed" trigger allows to make sure the sub events (collisions) are not checked each tick.

  • What about maths ?

    Object.X - Mouse.X

    (or the opposite, depends on what exactly you're wanting to do)

  • Apparently the trouble comes from the dll "atio6axx.dll" which is related to ATI drivers.

    So either there was a trouble on one of your graphic card update, either the drivers themselves are sh*tty ones.

    Try uninstalling all drivers for your video card and reinstall the latest.

    Also have you recently (or during "summerbreak") installed any application or game using openGL and that could be causing incompatibilities ? If so, try uninstalling said application/game.

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  • You can use a condition "Sprite: Compare opacity = 100" and then a "System: Compare two values" condition and check the system expression "PickedCount" for the sprite object (so "Sprite: Pickedcount") and makes sure it's equal to "Sprite.Count".

    <img src="https://dl.dropbox.com/u/36472942/construct/forumhelp/PickedCount.PNG" border="0" />

  • You probably can do such a game (I haven't played "new Sim City game on facebook", but C2 can allow to make pretty much any 2D game), but as you said it's a too massive task for a beginner.

    I'd suggest you to first follow some of the tutorials for C2, making "smaller" games first.

    From there you'll be able to move on to a bigger project.

  • [tube]BDDSYnZfxTM[/tube]

    Link to the video

  • I remember Bret Victor's talk. Nice one indeed.

    I believe someone had already posted it quite a while back, but it's nice to see it being reposted as it bring a nice point of view on designing.

    Thanks Tula <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Use the search forums function rather than the "search scirra.com".

    Have a look at the link in my signature.

  • It's pretty much the same as selling phone games in saturated app stores.

    Actually, I tend to believe it's even better as there possibly could be more opportunities then in app stores.

  • Rexrainbow released a cooldown behavior which, I believe, could come in handy in your request.

  • Just a reminder. Tutorials like this one clearly states that appstores are far from the only place to sell games.

    Scirra already provides informations on the market/monetizing of games through articles like in this article from their blog.

    It's one thing to expect features, but don't be passive and use the numerous informations provided on the website.

  • Posting a capx allows for Ashley to test quicker.

  • I guess it depends on the MMO, both implementations can be made. Actually, it is a little bit of both.

    I'd be tempted to say that generally the server is to handle everything world related (helps preventing some cheating).

    The client is merely rendering the world/view of the player accordingly to the informations sent back from the server.

    Also, there's some prediction made in the client itself, which is then "tempered" by the server's authority.

    Perhaps this talk would be of interest about this question:

    [tube]tKSYJYV_RGs[/tube]

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