rho's Forum Posts

  • Ize a beautiful but wonderful solution, thanks

  • not on a text object, but if you set the text on a textbox, then copy/paste works as per normal... not a perfect solution but the best I've found.

  • I love this and tried to a scorched earth variant too.

    if it's not a trade secret, how do you create the destroyable buildings?

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  • hi, I tested with IE11 and it works fine except for a few things...

    * it gets the scaling wrong and ends up too big.. about 50%.. I like how it grows bigger (very slowly) as you resize the screen, but it gets the resizing wrong for whatever reason... this should be an easy fix.

    * I checked this in IE and Chrome, there is a slight error when I played between where I clicked and where the ball went. on a game like this where precision is important, this is a killer issue.

    apart from that, I love it.. the attention to detail (other than the unfortunate killer issue) is wonderful. I've seen VERY similar games from big publishers and this compares favourably.

    best of luck with it.

  • i'm suffering from a flu but hey I felt like writing something from scratch for you.. not perfect but hopefully you can find it useful. the basic functionality is that you create a lot of triangles centred on the point in your layout and you use them to cover everything, then change something, then reveal.. ideally you should use an extra layer but it's not needed... if you need to keep your layers down, just be careful when you're doing your screen generation underneath..

    i'm a great believer in simple solutions for maximum portability.. nothing fancy here but i'm sure there a lot of ways to improve things.

    https://www.dropbox.com/s/rmmvc33dquf9i ... .capx?dl=0

  • a single pixel wide image will not consume too much memory if tiled that way. tiling is just a rendering issue and pretty fast at that.

    it's not the same as having a 10K*20K image prepared and you are only showing part of it. that doesn't count as an off-screen object as it is partially on screen and thus must be rendered/handled.

    I think the big question is as Ashley said ... design your game better.. what are you trying to achieve

    someone else also suggested the debugger... it's pretty useful.. as is the simple memory usage counter at the bottom of the C2 window... have a try about just creating a single color image and stretch it as you need to... see how much memory it takes.. run a few tests with your tiles and see how fast it runs. experiment a little.

    however I suspect that with clever use of parallax and layered images/sprites you can get all the effects that you want.

    R

  • you have to consider 2 things.. the visual resolution if you are going to scale up by that amount... I think each pixel becoming a 10x20 blob would be very blurry.

    the second thing is that the memory storage I think is based on the expanded image size and not the stored image size. Stored image is for download, but in-game, it needs to be expanded. in that case you could be looking at a huge memory issue.. 10K*20K*4 (rgba) = 800 MB for the backdrop...

    I think you could achieve whatever you want with appropriate parallax scrolling of layers. if you look at how some other games have done it, they've overlayed a number of simpler images to create a complex composite.

  • i think 2 arrays would be easier... one array to hold all your nodes in the graph and then another to hold all the connections between the nodes, with the key to both being some unique node id. You can always make your connection array larger than you can imagine, it's unlikely to consume too much memory unless you have 1000's of nodes.

    storing variable length data in a string and using tokenat is very handy but gets messy if you ever change the contents

    KISS principle.. keep it simple stupid... sometimes two simple things is much easier to implement than one slightly more complex thing.

    R

  • Aphrodite and newt: I don't think you guys get the issue:

    He is accessing properties of an object that exists, but has no instances at the time of the referencing.

    think of it like this:

    • <There are zero balls>
    • Make all balls be blue
    • Create a ball
    • Ball unexpectedly comes out white

    I don't consider this a "bug" per se, but Ashley might want to do something about this. Either make it so that you can write defaults, or make construct give an error if the object you're writing to has no instances (I think this last approach would be very hard to implement).

    For a situation like this it would be nice if the debugger could provide you with a list of warnings when a situation like this arose. For example "Warning: this operation has no object instance". However as Fimbul said, I'm not sure how you'd do it.

    As Ashley said, the behaviour is not surprising, but it is hard to debug when it accidently arises.

    PS: didn't know about the physics object behaviour.

    I don't think changing the defaults is a good idea

  • style is nice but the controls are clunky and i'm not sure how much fine control there is for the strategy part of it.

    should the tanks be able to run over each other?? )

    I like the premise but a long way to go.

  • I think he's implying that you can accidentally try to set values to non-existent items and nothing happens... I presume. I've done this and it's a pain trying to chase down exactly what went wrong. I find it happens a lot for me in sequenced statements with conditionals.. you spawned in one sub-event but set parameters in another, etc.

    C2 does not handle non-fatal errors well.

  • C2 does a lot but I've learnt that it can do more the better your skills are.. better algorithms, better programming skills, and better maths and physics.

    so you don't need it, but the more skills you bring to the game, the more you can push the boundaries.

  • I like it, but you could do with a restart button for when you make a mistake on a level

  • I have found that there seems to be an upper limit on the size of the json string, I think it was 32K characters, or perhaps larger. I think it's a string constraint, not specifically on ajax. A quick test would tell you. I discovered it as the xml file I was taking in got truncated.

  • IndieKiwi

    Actually having "33xx" return 33 is a problem, I'd prefer a null or zero response rather than that. However I know why javascript does it that way. So I won't disagree as you're likely right about best practice but as Construct is for non-coders, regex expressions are unlikely the best solution.

    My primary comment was that the functionality was not clearly described and there is an inconsistency in C2 about how strings get cast as numbers.

    R