Mipey's Forum Posts

  • http://goldfirestudios.com/blog/104/howler.js-Modern-Web-Audio-Javascript-Library

    eatures

        Defaults to Web Audio API

        Falls back to HTML5 Audio

        Supports multiple file formats to support all browsers

        Automatic caching for Web Audio API

        Implements cache pool for HTML5 Audio

        Per-sound and global mute/unmute and volume control

        Playback of multiple sounds at the same time

        Easy sound sprite definition and playback

        Fade in/out sounds

        Methods can be chained

        Uses no outside libraries, just pure Javascript

        Lightweight, 5kb filesize

    I wonder if Construct 2 could make an use of this library?

  • rfisher: Unfortunately Spritefont is intended for monospaced fonts, that is equally spaced glyphs... You'll have to use webfonts, I'm afraid.

  • Adding new variables every tick is a bad thing. Adding a few dozen, even hundred static variables is not a bad thing. Well, except for organizational purposes, maybe.

  • So it looks like Scirra just got another competitor on the HTML5 game engine market.

    It's called Quintus.

    From the looks of it, it requires programming/coding knowledge, specifically Javascript. Might be attractive to game developers with a little bit of masochistic streak and a knack for minimalism. Still, it's out there, creeping up to claim its own piece of the HTML5 cake.

  • Web storage is the thing to use, because HTML5 games are browser games. Creating any files on user's disk outside browser's scope is a no-no. Other method is to host files externally, on a server - and that is another can of worms.

  • Well, you could stitch a larger snapshot of smaller viewport snapshots, just reposition the viewport each time. But for what you're trying to do, wouldn't it be better to put those tiles in a family, then plot a dot/smaller object onto canvas for each object in the family?

  • 360 + negative angle = positive angle

    360 - 90 = 270

    And if you accumulate angle, e.g. 480, use modulo, e.g. 480%360

  • One of major obstacles in the path of major projects (MMO, lengthy VN etc.) is the amount of assets. How long would people wait for the 200 MB game to load? What about 400 MB? 1 GB?

    Preloading is not an optimal solution for these kind of projects.

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  • If you think about it, it should only return a value whenever an object is picked.

    This is because of the nature of conditions; they only fire if there are any objects matching the conditions.

    E.g. compare Sprite.X = 0 - all sprites that match this condition will pass and PickedCount will show the number of objects. But as you reduce the number of sprites (by moving them off the axis), the PickedCount will reduce.

    But what happens when you remove the last sprite? The condition no longer is valid and doesn't execute associated actions. In that case, there are no objects on SOL, nothing to run PickedCount on. I'm not sure where it gets the value from. Perhaps Ashley can clarify this.

  • There are only two people on the Scirra team, so my bet would be they just missed this thread. If you have specific questions, an email is less likely to be overlooked.

  • 0plus1 : alist.zip

  • Seems to work fine for me. Thanks!

  • Can't seem to reproduce this reliably with 102.2, though I do remember one occurrence today; I wanted to select a word and it selected everything from the start of expression to the word.

    Weird how it happens so irregularly.

  • They use this method in Elemental: Fallen Enchantress for map-making, they call these "stamps". You can combine any amount of stamps to create visually stunning maps, such as a building, an impassable terrain feature and so on. These stamps can be created and modified at will.

    In Construct 2, your best bet would be to define those rooms as lists of objects with relative coordinates. These rooms would have absolute dimensions and position as well as any other meta data (passability, environment etc.).

    I would suggest creating some kind of room/stamp editor that can generate the necessary encapsulated data for you, you just need to place objects together.

    And in the game, you could use placeholder sprites with references to those rooms.

  • Sure, however that's counterproductive. Moreover, it isn't really flexible for a tree-like object hierarchy.

    Imagine a typical space map: galaxy > clusters/constellations > stars > planets > moons. Some planets may have some moons or none at all, some stars may have no planets or up to dozen etc., there is a lot of dynamic data.

    So basically database is a set of sets. Alternatively we could do with a "set" (think javascript Object with a bunch of variables) and implement our own form of database. Perhaps with hashtables. Would require a lot of effort setting up.

    The point of a database is quick lookups and changes with tens of thousands or even more objects. I'm not sure it'd be a good idea to manually iterate over each set. Then there is the whole magic with indexes.

    Well, I'm not really that knowledgeable, however there is a demand for more flexible data structures capable of handling thousands of entries. We can only go so far with arrays and variables.

    Hm, XML object could serve as some sort of database, however I'm not sure about its efficiency.