Kyatric's Forum Posts

  • You do not have permission to view this post

  • What country does have its schools stuck on ie7/ie8 (to the point it can't update to MODERN and DECENT browsers) ?

    HTML5 is made to run on the latest browsers.

    You can ask people to invent ways to feed a Ferrari engine with coal, and have some proof of concept working, it doesn't change the fact that it is a loss of ressource and philosophicaly and environementaly something that is just wrong, brother.

  • For learning purpose, C2 has a magnificient manual, that also covers C2's SDK.

    Read again the check failure reported it indicates what part of the code you need to modify.

    Apparently, the flags for the plugin in the edittime.js are not right.

    It's unlikely that the plugin should work in r90 as the only SDK change between r90 and r91 was about dependencies. And the type of the object and the plugins flags are not related to that (or at least I don't think), so in theory, even r90 should be raising up check failures on run.

    Anyway, just follow the SDK manual to clear up the code of your plugin.

    About arrays, you can find about it in the dedicated manual article and look for example of use listed in the how do I FAQ under the section "Arrays".

    About tokenat and other alike system expressions be sure to check the system references.

  • --How do I give you rep? <img src="smileys/smiley3.gif" border="0" align="middle">

    You can upvote comments of mine on the tutorials or on the blog articles.

    Maybe upvoting directly tutorials of mine.

    Otherwise votes and feedback on my games uploaded in the arcade are always appreciated.

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • What ID ?

    The name of the object is in the properties pannel.

    For IID and UID, those are mostly runtime values.

  • This is raising a check failure on start :

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Plugin specified both world type and single-global flag; these settings are incompatible

    Condition: plugin_->GetPluginType() != era::pt_worldtype || !(plugin->GetPluginFlags() & era::pf_singleglobal)

    File: Exporters\Plugin.cpp

    Line: 783

    Function: __cdecl Plugin::PluginInfo::PluginInfo(class era::IPlugin *)

    Build: release 91 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 2)

    This is an issue in the edittime.js file

    And when clicking on ignore and previewing your example anyway, firebug raises :

    ssignment to undeclared variable a

    for (a in temp ) { ; in parse_plugin.js line 106

    Also why not simply using the built-in array plugin ?

    Not added to the plugins list for now.

  • Well the value you're talking about is "hardcoded" in the physics behavior itself.

    Apparently, it is used (its derivated Box2D.Common.b2Settings.b2_maxTranslationSquared) in the "Step" operation.

    Atm, apart from making another physics behavior in which you would encode 10.0 instead of 2.0, I don't think there is a way to modify this value from C2, it's just not interfaced to be modified.

    If you want you can make a copy/derivative of the physics behavior's folder and modify the value l.73 of runtime.js. Be sure to check the SDK manual and to make backup copies of the original behavior before any change.

    Also be aware that modifying/using a custom plugin/behavior will make it so that you can't upload your final game to Scirra's arcade (in case you were aiming to publish your game there).

  • The issue here is the order you use the trigger.

    Triggers are "out of the code" in their execution.

    You can see the picking is correct for the "every 1 sec" event, it still is a strange logic imo, but it does keep the picking of the parent event.

    When you press space, the trigger is not considered a subevent.

    But you can then affine the picking as subevent of the trigger "on space pressed".

    Working capx

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Even better : Pode HTML pack which is a kind of "fork" on this pack and is up to date and maintained.

  • Extract from the how do I FAQ (sticky in that forum) section "Audio" :

    olume control on a sound played - LINK

    This is for sounds, but should also apply to music.

    Also to fade it, use the lerp expression (also explained in the how do I FAQ).

  • Send a mail to licensehelpded@scirra.com I think it will help scirra boys attribute the badge to your account.

    Be sure to put your paypal transaction informations in the mail as well as informations related to your account.

    Welcome in Scirra's community.

  • Hello to all newcomers, yet another interesting wave of new members from different background/countries, and a lot of nice motivation and prototypes.

    Spread C2's love 'till it takes over the world <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Source file => Capx, can only be read/used in C2.

    Exported project => JS, can be executed in any decent modern browser.

  • FF still has some stutters indeed, even if announcing a 60+ FPS rate.

    It has improved and should keep improving until FF 15 (the version 15 is announced/expected as THE version for HTML5 games in mozilla's IRC channels).

    It plays better on a modern computer in win7 and the stutterness has really reduced in past versions. Games are more than OK enough to play.