oosyrag's Forum Posts

  • Outside of what is stated in the manual, can't help without seeing an example of what you've done. It works fine for me.

    [quote:18g19nlv]Penumbra rendering only works in WebGL mode - in canvas2d mode it will revert to a radius of 0 with hard-edged shadows.

    The shadow casters can only use convex collision polygons. Shadows will not render correctly if they use concave polygons. If you need a concave shape, this can always be achieved by placing multiple shadow caster objects next to each other to compose a concave shape out of convex parts.

    Antumbras (beyond where the umbra converges to a point) are not rendered. To avoid the umbra converging to a point on-screen, avoid using shadow casters smaller than the light radius. Stick to large shadow casters and a small light radius.

    When using a light radius, avoid placing the light very close to or directly over a shadow caster. Shadows can fail to render correctly in these circumstances.

    Maybe you need a bigger light radius?

  • Include a link to your suggestion! I don't think people check that regularly at the moment, so its always good to provide the link to specific suggestions in relevant threads.

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  • You actually can use | as an "or" operator in an expression, which returns 0 for false and 1 for true. This can be combined with system compare two values to set your condition. ref: https://www.scirra.com/manual/78/expressions

    It will reduce the number of events, but also decrease readability.

  • A while loop is used to repeat an action an indefinite amount of times within a single frame until an additional condition is not meet.

    You have to be careful to have a condition that will eventually (not) be met by your actions in the loop or include a stop loop action in your event, otherwise your game will freeze (the loop never finishes).

    As blackhornet mentioned, the cases you need to do such a thing should be pretty rare.

    For a specific simple example, if I were trying to remove all instances of a particular pattern of values out of an array, but I don't know how many times that pattern occurs ahead of time:

    While

    (Pattern exists in array)

    -> Delete index of pattern in array

    (Simplified for convenience)

    This event would keep running until all instances of that pattern were deleted.

    Almost always the "Repeat x times" and "For x to y" conditions should be sufficient to handle any looping logic necessary. They are also easier to use in terms of not getting stuck in infinite loops.

  • You'll need a counter variable, and a state variable (Boolean instance variable would be good).

    On collision with object and statevariable is false, set statevariable to true, and set countervariable to 0.

    The next event should have the conditions system else, on collision with object, and statevariable is true, then set statevariable to false.

    In the last event event, if state variable is true, set counterrvariable to countervariable+dt.

    The time elapsed between your collisions will be available as countervariable.

    But will construct 3 have a build in app creator or will we still have to use third party tools such as intel XDK?

    https://www.scirra.com/blog/187/buildin ... onstruct-3

  • To set up non-repeating random values, use two arrays. The first array stores your values, the second records the values you randomly pick from the first. After picking them, they get deleted out of the first array so you can't pick them again. Comments in capx.

    https://www.dropbox.com/s/dcfbp93y4kmxo ... .capx?dl=0

    You can store positions in the array rather than animation frame numbers if you want, if you're using 12 separate objects rather than 12 instances of one object.

    Otherwise, plugin-smart-random_t163624 could help you.

    I think it's a very good option for everyone. But I think the thread is about people refusing any type of "renting model". Because of "reasons"....

    Economic reasons are valid reasons, no need to be so negative about it.

    If you compare to the old model of releasing a new version of software every year or so (think Quickbooks, Photoshop, Windows), a subscription model basically takes away the choice of upgrading or not out of the user's hands - even when the older software is sufficient for their needs. Rather than upgrading based on the merit of new features, you automatically get and pay for the new versions as they come.

    It is understandable that people would prefer to have the ability to decide based on their own circumstances.

    Why not? Because Scirra is creating a product and they can charge whatever and however they want for it.

    Honestly a petition and discussion really are not necessary - the simple (in)action of not subscribing is the most effective petition there is. If they don't make satisfactory revenues, then there will likely be change. If they do, then their business strategy is justified. This isn't open source software or a charity after all. The best part about an open market is that if you don't agree with a particular provider's pricing, you can just find alternatives, and there are plenty of free or partially free ones out there.

    As far as the project access goes after a subscription expires, it is an inherent problem with all subscription software services, and obviously going to turn people away. How big an impact that will have on the bottom line is something that can only be seen after C3 goes live.

    In the meantime, non-subscribers can still benefit from the continued existence of the free versions and C2. I'm all for a monthly option, but the balance Scirra needs to consider is how many yearly subscribers they might lose versus users they may gain. I think monthly users would eventually lean towards yearly subscriptions anyways given that the month to month rate would probably be higher than the monthly rate for annual subscriptions.

  • Duh. I always post a capx if noone replies.

    No reason to be so rude and trollish. If I recall, you always do this and you're always wrong.

    And it was very specific. Anybody who's familiar with this would be able to diagnose this in seconds.

    Suit yourself then.

  • Might be your system font.

  • We cannot diagnose "weird things". Post an example, or be more specific.

    When talking about angles, the most obvious thing is that the default "forward" angle faces right in the image editor, it is a common mistake to have your projectiles facing up. Otherwise, if you're talking about offsets, your origin imagepoint probably isn't in the right place.

    If these don't solve your problem, post an example to get better help.

  • tree(6).x, tree(6).y

    Although this only works when ALL trees are picked. IID is an ordered index of picked instances. If you only have one tree picked by another condition, there wont be a "sixth" in your picked instances.

    Otherwise, you can use the system condition "pick nth instance" = 6, then just use tree.x, tree.y

  • 8 Direction seems to be your best choice then. Any particular reason you are using bullet to move your ships instead?

    The fanatic medal is broken (probably among others). I'm pretty sure I shouldn't have any.