lennaert's Forum Posts

  • for these kind of loops I often use a while, I add a var like maxdeploy or deploycount.

    spawned objects

    while

    (compare 2 vars) Object.Count <= maxdeplox

    deploy/spawn

    created objects (add another var, deploycount = 0)

    while

    deploycount <= maxdeploy

    action: add 1 to deploycount, create object

    this gives you a variable(s) to play with for how many you can deploy :)

  • instead of sepperate keys, use 1 touch object with vars, spawn that, give it variables like: name and action.

    ie

    name: player 1

    action: moveleft

    on layout start spawn all objects on desired locations

    Make 1 input on touch event for the spawned objects.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I did about the same what nimos did, but added a red bar at max length below a green bar. As the green bar reduced, more of the red became visible :)

  • Arent you suposed to set the view options in Ludei; which views are used for the application ? (ie portrait, or landscape left etc you can select 1 or multiple)

    If you use the cocoonjs launcher, check the settings ;)

  • I made a tiled thing as a test in my first weeks and found seams appearing when I had the projecct propperties "sampling" on point.

    Point is suposed to be faster but found that Linear gave better quality.

  • Hi there :D

    I took a look at that thing and euhm .. well .. yes ... looks, troublesome haha

    but, tbh, to get all the delimiters in place what I do requires some events to keep it very clean .. but it also kinda depands on where and what you need to apply. So keep in mind, added example is rough work.

    My approach is that i take a text box and spawn it .... hadnt used a sprite font before.

    Anywaysz, I added some pieces .. I abused your slider thing, and made it a slide controle.

    Just start your own example, my functionality is integrated together with it.

    dl.dropboxusercontent.com/u/7134196/scrollable_spritefont.capx

  • Sweet found my own solution :D

    So simple, I love this prog !

    is touching object, I set a var from touch.y once, compare distance difference from following touch.Y slide

    as long as its touching it increases or decreases all the Y from the spawned text objects

    Added some fade and invisible limiter for height and low and voila !!!

    loving it

  • You should use their custom launcher, from ludei

    it replaces the app your making on your phone, and boot your coocoonjs zip from an url or sd card .

    Steps would be:

    Aquire custom launcher from ludei, install on your phone (remove original app)

    my way: have wamp server installed on your windows box, place exported cocoon JS file in your webserver directory.

    with your phone, hooked to wifi network on which your computer with wamp resides, start custom launcher, enter the IP / url of your wamp server with the cocoon zip file .. and voila .. instant testing with debugger :D

  • If cs2 could support 3d models (like sprites) and have them placed on your canvas that would rock ...

    could function something like:

    placed 3d model object on layout, set view angle.

    and have this model and set custom views to be able to be referenced and displayed:

    on action x set 3dmodel visible with custom view X   (it would draw some sort of snapshot on compile/run time of the 3d model with the given view, you could limitless amount of views, like animations with sprites now)

    Perhaps a bit simplistic in thought, but it would give developers the option to import actual 3d models, which get savaged to 2d snapshots, but hey ...

    Oh well .. just a thought ...

  • when I imported wav files, I had to make sure they were stereo, otherwise it couldnt convert them to the extra format.

  • Hmm, I have used various audio thingies by now, and that never was a problem..

    What was a problem for me occassionally is that I generated more "play Xsomething" then i realised, which lead to sound continously being geenerated / played.

    Also, I have a fallback in on of my apps, where somehow the music kept playing on layout load/reload ... so I added a stop all.

  • Have you tried changing the cocoonjs physics engine ? (dunno if you use it)

    Click the cocoon object in your project windows under objects, set physics engine on your left to web based ....

    Makes a heap of difference if your using anything physics related in cocoonjs.

  • Hi there,

    busy with an app which displays a textbox half the windows size somewhere in the middle. And depanding on actions, text fields are spawned on top of this text box as extra options.

    I load a bunch of data from a php file elsewhere, this data dynamically spawns the text fields which become clickable links.

    Problem: when it loads a long list, the spawned list of text boxes below eachother become longer then the text field on top which they are generated ...

    Result: text links cover the entire app from the top down where they are generated.

    When I programmed in html I simply made a div with overflow-y: scroll with set dimensions, instantly giving me a scrollable area ...

    Is there something like this in Cs2 ?

    Something like a div which gives me a localised scrollable area ?

  • you must do the opposite, call the function inside the every x seconds

    Was thinking the same thing ^_^

  • There is a problem with loading, you are preloading the audio in the music folder, while in fact I believe everything in this folder is streamed so you dont need to preload it... at least, that how I understood it. things in the Sounds folder on the other hand were not.

    After having disabled your preloading, so the game actuaally tried to load, I got a browser error in firefox, so left it at that ...