rho's Forum Posts

  • yup, as long as the objects exist in the layout, then the included events will work. if they do not, you can get weird effects as the object will not exist and thus event checks on those objects will always return false

    R

  • just create a new event sheet with the functions or events you want to share

    then just "include" the event sheet.

    https://www.scirra.com/manual/82/includes

  • because it's irrelevant.. you can use a sprite and use it as a button (on click, etc).

  • with just the screen grab it's hard to say.. it should work as I've done something similar.

    I guess from your description of the error, it is your event checking that's gone wrong and not the browser issue. so the checking of the dictionary text is likely wrong.

    R

  • Ashley, Kyatric,

    I would love to see the relevant events disabled and flagged, rather than deleted.

    the problem arises when you have objects that go across event-sheets. the search tools don't work for that and it's possible to see a forgotten dependency in a large piece of game logic get destroyed because you deleted an object.

    so I understand why it's done the way its done, but it's a huge risk and i'm terrified of deleting objects because of it.

    PS: backups of old versions are essential.

    R

  • i know all ads don't cost the same to place, I guess that means some ads are more valuable to display. I'm guessing at that as I've never been on that side of the business. Could that be somehow a factor?

  • this brings me back to my old days of Amstrad coding... anyway

    if the shape is regular (ie a box) then you could build a filling routine where you fill it up with predefined polygons (say a 1x1 image, or even better a 1x1 image that you can stretch to a width). what you do is a bit like a path-finding algorithm... you figure which side of the line is your box... and then you move left and right to find an edge (c2 can do that) and then you can move up and down. or you can travel along an edge and infill. It begins to fail with complicated shapes, and it will not be fast as writing it natively.

    it's not easy but it is doable. I suspect it's beyond a beginner

    PS: as an early newbie, I never got my fill algorithms to work correctly.

  • quick question, how are you getting 30% usage... a single core of a quad-core maxxed out should yield 25% cpu (at least that's how window's will report it, I'm not sure how C2 reports it).

    so if you have a maxed out core, then you are going to hit frame-rate issues.

    assuming a lot of games are played on laptops... a simple issue is that they'll get hot and noisy as fans power up. so that sounds high to me.

    R

  • couldn't finish the level, only got 235 coins... the last ones seemed stuck in top-left corner.

    was using IE11. played nicely other than for that.

    R

  • This is because you are using "add-to-value" which means

    PRICE = PRICE + 3*PRICE

    instead use "set value" and set it to 3*PRICE, that equates to

    PRICE = 3*PRICE

    R

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  • I like it.. scaled fine on IE11... a little bit jerky when moving.... well done

  • so I ran this on IE11, Chrome 39, and firefox31, windows 8.1

    "jerky" is such a technically precise term. So this is what I saw

    firefox: seems smooth but it wasn't working properly

    chrome: it was jerky at the start and seemed to get smoother as things progressed (after about 5 seconds). sometimes this is worse than others. a clear jump at times.. so I guess that's jerky.. it could be as Ashley said earlier... the JIT compiler is loading up.

    ie11: it didn't have the jerkiness, but didn't seem as smooth as chrome when things were going fast. however it's hard to say what that was as it's too fast for me to comment. I doubt it would be noticeable in a game.

  • it doesn't resize ... it's stuck as a tiny image on the screen... in both IE11 and Chome

  • Alright, this is just beyond rediculous. When using text to debug my own game, it was giving me negative numbers. 225 (left-up) became -135, while 315 (right-up) became -35. And checking for those numbers, and/or the ranges that included them, still didn't make the events work, either. And the bullets still moved in the correct directions despite this.

    I really truly feel like this is a complete bug now.

    So I don't know much about what you are doing, but this seems like you are getting wraparound on your angles.

    315 = -35

    225 = -135

    remember angles just mean rotating around a circle and 20 degrees = 20+360=20+360*2 but it is also equal to 20+360*(-1)

    you need to be very careful with angles so that you are looking at the correct quadrant. Checking for a specific angle range can be very dangerous and lead to funny situations like this

    so perhaps for what you need to do, you'll need to add a check

    if angle < 0, add 360

    if angle >360, substract 360

    that way you'll always be in the range 0-360. By the way, getting a 0-360 range for angles is not the same as using the remainder function (%).

  • well it's probably a hack but as a C2 game can call another c2 game through the browser object, would this help? it'd be horrible if you wanted to transfer info between the games I suppose.