SoldjahBoy's Forum Posts

  • I just came across this, and it almost sounds like I'm making the same game as you.. haha!

    Mine doesn't have any naked people, though... yet.

    That procedural animation is impressive! I am interested to see where this thing goes.

    Anyway, great work! I'm running into a lot of the same problems as you (new layouts at runtime, nested dictionary maps, etc..), so this thread is super helpful!

    Thanks

    If you have any questions feel free to ask. I'm not sure if this project will continue or not at this stage, since I've gotten very busy with work again - and also have some other ideas to prototype. I'll be happy to help where possible if you run into any issues.

    ~Sol

    For some reason I expect your posts to devolve into shoe ads, and posts about hotels in Dubai.

    And they will still be in the wrong section of the forum.

    I lol'd IRL

    ~Sol

  • You can also use round(x), ceil(x), floor(x) - depending what you want to do.

    ~Sol

  • THIS TUTORIAL may help.

    Getting a JSON string from an array or dictionary is an object expression used in the action portion of your event. You will typically want to save or load values for an object, or paths to things... JSON data is specific to these objects, but your use of it isn't limited. You can store any information from any object you wish (however you want to define it) and export the data from the array or dictionary as JSON. You then use NWjs or localstorage depending on your target platform to save the JSON string as a file.

    In your original question you want to have random images appear and some random text... it's up to you how you define how those work. You can have NWjs count the number of files in the directory, and use a random number in that range to show your image. You will need to come up with a naming structure or other means of easily recalling your images (eg. image01, image02, image03; etc)

    Your text could be stored in a single dictionary, and even your folder path to images (or however you're thinking of doing it).

    I can't really provide you with an example because you still haven't mentioned which release platform you are wanting to use. It would help if I knew if it was for PC or mobile device/website. I know a lot more about using NWjs (PC) than I do about localstorage.

    ~Sol

  • You can just lerp the size and position. It won't matter if it's in the middle of the screen or not - but if you're filling the entire layout/viewport with it then it will end up in the middle anyway.

    If you lerp the width and height to the size you want, and lerp the position from it's "normal position" to "viewport center" then it should do what you want? I guess it depends on how you want it to behave though.

    ~Sol

  • You can adjust width and height separately in your object actions. Instead of change "size" just look for "width" or "height" only to apply just one or the other. Is this what you mean?

    ~Sol

  • SamRock I used nwjs for this. I believe webstorage/localstorage can also do the same. Just set a global variable to your json string and use it as an expression in your save/load structure

    ~Sol

  • Have you made any attempt so far yourself?

    ~Sol

  • Yeah you shouldn't be getting lag like that... something else isn't right.

    Do you have some open ended loops running, or maybe some conditions that are being checked too often that perform complicated actions?

    Without seeing your capx file it's going to be practically impossible to say for sure.

    ~Sol

  • Glad you fixed it.

    Yes LiteTween is a common plugin, but that doesn't mean everyone uses it or wants it installed into their C2. I already have a lot of plugins, and I don't like having to add more that I will never use

    All sorted though anyway!

    ~Sol

  • That will be a little more tricky... you would need to have some kind of state machine to force the physics vector to a specific point on the level - then have the mouse click add force/impulse to that position. Once the player reaches this position, state machine changes destination to the next point, and so on.

    It will be a tricky experiment!

    ~Sol

  • Yeah I tired all edges of the screen, and it seemed OK to me. I did change the scaling mode though to letterbox mode before testing it properly - I wanted to make sure I wasn't seeing something that isn't intended, which may have been altering my experience.

    Either way, if you use a bounding method then it will never appear outside of that area no matter what method you use to move it (not noticeably anyway).

    I'm glad it worked though - it's a pretty neat (and challenging) game so far. I managed a score of 218 haha...

    ~Sol

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  • You can add the "persit" behaviour to them, and have all of that UI stuff on a separate layout which is set to global.

    This means you just have to create a layer on your game layout(s) named the same as your UI layout. Any events you use to change things like chat menu or whatever, it will be on every layout that you use the global layout as a layer.

    ~Sol

  • Either/or I guess it depends on the effect you're looking to achieve. Impulse might be a better choice for this particular use.

    ~Sol

  • I'm not sure I follow what you mean.

    I couldn't move the player outside of the viewport, even in the example you provided. It would stop at the edge.

    I assumed it was some issue related specifically when using "touch" on a mobile - and that it was working as expected on the browser preview while using mouse.

    Can you post a screenshot or gif animation of what you're referring to?

    ~Sol