lunarray's Forum Posts

  • Jax: sorry for the late reply, as for your question which is do several tween, chained to each other, you can use several EaseTween behaviour on the same object. I tried making a simple capx for it.

    The key is to use multiple tween and the Wait property.

    example capx

    If you need explanation on how this work (the reason each settings in the left hand panel), just tell me and I'll try explaining.

  • Is it something like this?

    dl.dropbox.com/u/55358831/stormbox/progress_bar.capx

    It use families tho, but i think families are not necessary in this regard.

  • Yung: Instance variable, why not use action SetTarget and enter Sprite.InstanceVariable in there?

  • Okay, I did change the behaviour alot back then. Sorry about that newt.

    The explanation for the cause of the bug is something like this (also how I handled this special case)

    The reverse action is no longer 'rewind' action since 1.5, that's why it broke.

    To fix it, I added the rewind/reverse combo to set which action will be performed when we do Reverse. The default is 'Reverse' tho, so that it won't break up many other ppl who use this plugin since 1.5. But in your case or any other who came before 1.5, you can use 'Rewind'. It works quite the same with the previous version...

    Very sorry for the inconvenience... :(

    PS: I already uploaded the 1.5.3 version. Could you please test it and tell me if it work for you?

  • newt: Can you give me the capx? It will make debugging a lot easier for me :(

  • Hello guys :>

    Just finished this errr... sliding puzzle game

    A HTML5 mobile game designed for kids, hence 3x3...

    I'm not good at talking, so I guess here it is.

    marketjs.com/game/tobapuzzle

    We are selling it on marketjs, any publishers who wants to buy it please do so :)

  • Ah, I see what you meant. It is not a bug, it is working as intended.

    Short Answer: It's not really a bug actually, use the action "Force start" instead of "Start".

    Long Answer: Play once mode ignored subsequent start call if it is in mid-tween. It is by design, and have something to do with relative mode (geez, relative mode really brings alot of trouble). If you use Force start, it will be played regardless of the tween state.

    I hope it works for you, I tried it on my computer and it works fine here.

    PS: Very nice work there with the game :>

  • Could you post me a simple capx xoros/bjadams? It would help me alot to understand the problem :>

    Also for "play x time", I will consider it, but my goal for the time being is eliminating bugs and optimizing the tween, so it would have to wait :(

  • I am afraid there are no easy way, you should open the behaviors\lunarray.tween\edittime.js using editor (notepad will do) and look at the version.

  • It can't accept variable value, only a fixed number in form of "x,y". For now some of the feature is broken :(, so, if you met a bug please be kind to share it here, I am trying hard to find a free time to fix this behaviour.

  • gonzdevour

    Ok, I added the v.1.1 download on up front...

  • gonzdevour

    I'm very sorry about that :( do you have a capx that still use the old easetween? I will try to make it as backward compatible as I could

    I will try to check if I still have the older easetween plugin and put it here

    rexrainbow

    I think that's a good idea rex, sorry this is my first time maintaining plugin :( so I am not quite familiar with how I should do things... Next time I make a huge update I will rename the plugin.

  • I think you can use Sprite.Physics.VelocityX and VelocityY.

    Something like this?

    dl.dropbox.com/u/55358831/helping/physics-speed.capx

  • If you don't want to use any plugin but still wanted easing, I think it can be done like this

    dl.dropbox.com/u/55358831/tween-without-plugin.capx

    Just implement any penner equation you wanted.

    gizma.com/easing -> some of those equation

    robertpenner.com/easing -> original one

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  • bWard

    Actually i find that rather strange, because I tried on my android project (1Ghz Xperia Arc) processor and it did not cause any lagg at all, but I haven't tried it on iOS. Are you deploying it using phonegap, in that case it will cause lagg. I recommend cocoonjs cloud compiling for speed, they really are fast. But I will also look at my codes and see if there're things i could strip down from the tick() method, I might make it faster that way.

    Ah, btw I found this blog by ashley extremely helpful

    scirra.com/blog/85/the-great-html5-mobile-gaming-performance-comparison

    Schoening

    I'm glad you liked my behavior... :> Many-many-many thanks for mentioning the behavior on your tutorial. :)