oosyrag's Forum Posts

  • Add For Each

  • Thanks for that! I'll give it a shot and see how it goes for html5 export.

  • I have an issue where upon focusing on a textbox to input on mobile (android, chrome), the on screen keyboard will come up and push the textbox off screen. This results in the textbox getting unfocused, and the on screen keyboard going away.

    On a friend's phone (ios, safari), there was the alternative strange behavior where the textbox would get pushed off screen and stay active, but only one digit could be entered.

    Can anyone help me confirm that this happens across other devices and if so, any ideas how should I address it?

    To replicate, scroll down to the bottom and select one of the uppermost textboxes. It works fine if you select one in the middle or bottom of the screen. The problem only occurs when the osk pushes the active textbox off screen.

    Capx: https://www.dropbox.com/s/6rpnt4qtghmo3 ... .capx?dl=0

    At the bottom was an attempt to keep the screen in the same position when the keyboard comes up, but that didn't quite work either. The screen would stay in place, but the osk would pop up and disappear.

  • Those types of games usually use an actual stage and logic from their game, with controls disabled and a basic AI controlling the character. It is unlikely for them to have used an actual recorded video and playback due to memory constraints.

  • Generally speaking, you can use a timer on your splash screen. If there is no input for 1 minute, then transition to demoLayout. Otherwise, transition to game/menuLayout.

    On your demo layout, you can create this however you want... and just have a trigger on any key/button press to go back to titleLayout.

  • Either

    A: The host needs to pick the random player, and relay the player chosen to all peers.

    B: The peer triggering/picking the random player needs to relay to the host which player was chosen, and the host needs to relay that to the other peers.

    Your second question is the same. Make sure the host determines what is correct, then sync with peers.

    Make sure you actually walk through and DO the multiplayer tutorials, they will make your life a lot easier.

  • It should use collision box.

    Recommend invisible helper sprite in container/pinned if you need a second collision box.

  • Well the data is there, the processing is a bit troublesome due to our calendar system being crap.

    First parse out the relevant information and save to a data structure (array or variable). You'll want to grab the month, year, and day. I don't think you'll need the time. My goal is to convert everything strictly to number of days.

    For each month, you want to convert it to however many days there were BEFORE that month in a year. Lets call these monthDays:

    Jan=0, Feb=31, Mar=59, Apr=90, May=121, June=151, ect...

    So to get the date in days, you would do year*365+monthDays+day. You then compare this final number to the previous one.

    How to deal with leap years and February 29 eludes my limited brainpower at the moment. I imagine it would have to do with using modulo (%) or another set of conditional logic, but yeah... the calendar system is bonkers. Hopefully you get the idea.

  • As far as I understand, XML is just a way to format and store and organize data that is easy to read and understand and work with.

    The biggest advantage (for me) is that you can edit an xml as a project file with a program outside of C2, because working with significant amounts of text in any form using C2 editor only is a pretty big pain.

  • Containers only create and destroy and pick objects together. Each object can still be acted upon individually.

    So create your object (and have the second created automatically), then have an action that moves one to the appropriate layer.

  • Construct will require a bit of different thinking than normal if you come from another programming/scripting language.

    There are generally many ways to do any given task, but I find that using invisible helper sprites can solve most picking issues so I always recommend that. Here is an example - https://www.dropbox.com/s/48m3q1xuhf0vb ... .capx?dl=0

    Edit: Just in case you are not familiar with picking, I'm going to leave this little bit of required reading here as well - https://www.scirra.com/manual/75/how-events-work

  • I don't fully understand your question.. but I'm guessing you may be looking for how to make a "counter".

    Have a variable "counter", and on bullet collision with turret add one to "counter", then display text based on that variable (set text to "1 x "&counter)

  • This may be of use for you.

    https://www.scirra.com/tutorials/940/ho ... -a-project

    You can use it to get the current date and save it in your preferred data structure, which you can then use to compare to previous sessions' data saved with localstorage.

  • Althought not exactly applicable for your situation, I wanted add that the conditional operator ? is useful for a significant amount of if/then logic, and is something a lot of people miss/don't realize exists. https://www.scirra.com/manual/78/expressions

    Regarding the families, I don't think you can modify families at runtime. A workaround is to create all those families ahead of time, and utilize the relevant family at a particular level.

    If what gets added to the family is not predetermined, that won't work. I imagine an array representing the possible choices would be more suitable/flexible.

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  • You can push the UID of each object as it is created to the back (or front) of an array, and manipulate that array as you see fit. The array object will give you all the granular control you want. Sounds like you probably already knew that though.

    I got the impression that the developers specifically discourage using IIDs at all, which is why there are very limited expressions to utilize them.