Kyatric's Forum Posts

  • Hum actualy wether you export as HTML5 web app or phone app your game will have to be downloaded.

    You have two ways to test on your phone.

    Either through the phone's browser, accessing the url where your HTML5 game is hosted or download an exported/converted native app for mobiles.

    For the second option read the tutorial on how to make native apps.

    Whatever your choice of exported project is and for testing purpose you can upload your game to dropbox, it's free, add-free and a simple and only click for the end user.

    You can also check those other publishing options that sumarize all the possibilities C2 provides you with.

  • Would it be faster than javascript? if so, how faster? Is it worth the change?

    About the performance, I have no clue, about if it is worth the change, I'd say it depends if you're willing to trade the cross-platform ability of js/HTML5 to a "work only in chrome" environment and if it brings you any benefit.

    As far as C2 is concerned, I believe Ashley will stick to JS/HTML5 no matter what until the HTML5 exporter is considered finished.

    He has spent already so much time, a switch now to a lesser spread platform would make few sense.

  • Geo: what's the practical purposes of "inverted on every tick" and the logical/practical purpose of "inverted for" ?

    As far as my test goes, "inverted for" makes the application crash (firebug error,grey screen in browser) and "inverted every tick" just doesn't execute (logicaly).

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  • <center>[tube]VShmtsLhkQg[/tube]</center>

    Entertaining and nice insights/analysis.

    Interesting parallels to be made with programming too <img src="smileys/smiley1.gif" border="0" align="middle" />

    Now go make your "Space time oasis".

  • I don't know about layer scrolling, but general scrolling is in the system, action "scroll to".

    I don't think it is actually possible to scroll a layer independently from the others.

  • Hi all new comers.

    Jhagor, I moved your post here, it seems more appropriate and might even win you a badge.

    Welcome on the forums <img src="smileys/smiley4.gif" border="0" align="middle">

  • Agreed especialy with the categories part.

    Someone mentioned the idea of making the tutorial part looks more like the arcade, with featured tuts and "tops" of each category, and I like this idea too so just putting it again here ^^

  • Where do you want it to show ?

    What you copied is html code.

    If you want to display it in this forum (for example) you need to modify it to bbcode.

    Your card would be :

    http://static1.scirra.net/arcade/games/1043/card-long.png[/ img][ /url]

    (without any spaces, remove them first)

    Tom should add a "bbcode" field in the arcade at some point, I think it is on its todo-list.

  • "Else" is pretty tricky indeed when you consider it in the field of C2.

    Programaticly it's strictly logic : did the code block before executed or not ?

    I'm wondering about a case of use:

    if, elseif, else

    So so far, else as been evoked in "simple case tests" if I may say so, where you have actualy "workarounds" in C2 by inverting conditions or "duplicating" with different comparison operators, and where it's a simple matter of if, else.

    How would the C2 "else" handle a "more complex" structure:

    Var1 = 0
    -> do this
    Else
    Var1 = 1
    -> do that
    Else
    -> do whatever
    

    I'm aware this can be achieved already and doesn't require an "else" to do.

    The interest here, though, is to make sur that if the code in the last event "else" is executed, it implicetely means that all events "linked" above did not execute/their conditions were false.

    This is something else that can be worked around but what I expect from an else is to handle such a structure for me now.

    So my question Ashley here is is the "else" currently planned to take several top levels into account, and if so how would that impact on the "picking" side ? (also are you planning the little visual links like in CC between top and "else" events, it wasn't on your screenshots and I really liked those ^^)

    I might come later with more feedback on the subject it is just indeed really tricky once you start to think about it.

    Also, since I've used C2 from the start without else, and tools have been given to workaround, it's actualy pretty hard to think about how I would use it and expect from it on usage.

  • From the how do I FAQ: Volume control on a sound played - LINK

    The logic to mute should be the same as to control the volume.

    The capx is specific to the topic mentionned, but let's hope it can help you figure out your issue.

  • It works as intended on my computer, even after moving the player.

  • Oh nice, I did not spot that.

    Glad to hear it's working well now.

  • A true capx

    Also apparently the version you posted earlier worked as intended by default actualy.

    I don't know what happened on your previous export but it seems corrected.

  • Well currently your event is not the same as the one you screenshoted.

    The event is set to run every tick

    If player.Y is < 500 AND if player.y > 500

    That's not possible, the Y position can't be in the same tick over and under a same value.

    Also why not simply use the scrollto behavior on your player ?