SoldjahBoy's Forum Posts

  • How close do you have to get to the wall before it pushes through?

    Maybe you can extend the collision box for your character so you can't get super close... or move the light object "back" a couple of pixels?

    ~Sol

  • Wow that's a pretty nice effort, and a lot of data analysis...

    Good job!

    It's always going to be difficult to get exact frame rate independence with behaviours - since by default the behaviours use some built-in form of 'dt'.

    I think the only REAL way to do this is to create a COMPLETELY custom movement system (moving, jumping, crouching - everything) without using ANY behaviours at all. You then have complete control over your fps independence.

    ~Sol

  • How are you creating your enemies? In a loop? One at a time over X seconds?

    How complex are the enemies? Are they made of several parts, or just a single sprite? Are they effect heavy?

    How many other objects are in your layout? Are those effect heavy or doing complicated movements/animations? What is the total object/sprite count?

    To give more accurate information we need to know more specifically about the problem. There is likely a bunch of ways to optimise the events to make it run smoother - but without knowing more, or having a capx or even an event sheet screenshot to look at, it's difficult to really say for sure.

    ~Sol

  • It's probably my bad explanation, sorry guys.

    I'll try and explain best I can.

    Imagine a top down view of a building (including garden around it) where you can tap on a room to set it to active to kill monsters that are trying to get into that room from the garden. The idea being you have to chose carefully which room you want active when others could be under attack as you can only have one room active at a time, so keeping the chosen room as active is really important.

    Now, randomly spawning anywhere on the map are power ups that the player can store and use in emergencies. They tap on these, the sprite disappears and their power up total gets increased. They can then tap on the use power up button and apply it to whereever they see fit.

    The problem is, when a power up appears over the top of an inactive room if the player taps the power up to collect it it also activates that inactive room, which spoils the game horribly if you've set a certain room active to defend the house. Flip side is I still want the player to be able to select that or any other inactive room, which means disabling room selection isn't an option. This is cause sometimes you need to activate a room first before collecting the power up when under pressure (or to not collect the power up at all if you've reached the power up storage limit).

    I think that should all make sense

    Thanks!!

    What I said above still applies. Making a logic gate or state machine for your room selection would solve your problem.

    ~Sol

  • Yes the "default" direction (angle 0) for any sprite is facing to the right. If you create your sprite facing any other direction to this, then it won't move facing the direction you want it to.

    ~Sol

  • [quote:1fpk7ntn]We are not here to make your game for you.

    You hurt my feelings guy. LOL <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    [quote:1fpk7ntn]Make the level and fill it with blocks to avoid then make an invisible Sprite that travels up the screen at a set speed and give it the behaviour scroll to

    You helped a lot. Thank you all.

    Sorry for bad grammar.

    Here is my little contribuition for the community: An example showing how do it.

    https://drive.google.com/file/d/0B-StK2 ... sp=sharing

    Sorry to be the bad guy, but it wasn't so hard was it?

    Good work!

    ~Sol

  • Update your graphics card drivers. It's very possible that it only looks that way on your computer - it will probably look fine on any other computer.

    ~Sol

  • If you want a bouncy platform using physics, you would need to apply force to the player when overlapping the platform (possibly overlap at offset?).

    Basically something like;

    [Player is overlapping platform at offset Y+1]

    --- Apply force 500 at angle random(265,275)

    Or something along those lines

    ~Sol

  • You can email him at

    ~Sol

  • Sweet. I'm glad that worked for you!

    ~Sol

  • Dawwww new version of C2 lol... ok let me update!

    *EDIT*

    le Canapin

    OK I see the problem.... you are sending a request every 0.1 seconds, that's why. You're basically DDoS attacking the signalling server, so it's denying you after 198 requests in a given amount of time.

    You need to only send the request signal when someone is actually pressing refresh on the room list, or maybe automatically every 10 or 20 seconds.

    After that, the problem will stop.

    *EDIT AGAIN*

    You're basically bouncing between events 9 and 10 in the version you sent me... calling room -> on room called -> do stuff, then call room again -> repeat forever

    ~Sol

  • You could create some "gates" using variables... essentially a simple state machine.

    For a dirty example, lets declare a global variable and call it "Room1State"

    If a power-up is not overlapping a room -> set Room1State to 0

    If a powerup is overlapping a room -> set Room1State to 1

    Then just compare the Room1State as part of your conditions when tapping on the object (room or powerup)

    [On Touch]

    [Room1State=0]

    --- Activate room

    [On Touch]

    [Room1State=1]

    --- Collect Power-up

    --- Set Room1State to 0

    So when the powerup spawns over a room, just set that variable to 1, or whatever substitute.

    This would perhaps work best as an instance variable for your room object, but it depends how you're defining what a "room" is.

    ~Sol

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  • SoldjahBoy haha uhhhh... I think rojo made a slick example... let me find it.

    Here you go -

    I knew you'd know somethin'!

    ~Sol

  • The path finding behaviour works perfectly... but perhaps you are making some mistakes with it's use. It can be tricky to get it working as expected if you haven't had much experience with it. I don't use it often myself - but I've had some successful experiments with it in the past.

    The main things I would suggest to be careful of, is telling the behaviour to calculate the destination path too frequently. Once every 1-2 seconds is usually more than enough unless you have moving obstacles or incredibly fast moving objects. A common mistake that people make it getting the path to calculate every tick or every 0.2 seconds or similar.

    Another common mistake is having cell sizes that are not an appropriate sizing for the design of sprites and game environment. Having cells that are too big or too small can make weird things happen.

    Moving solids CAN pose problems, but there are even work-arounds and methods for dealing with this also.

    I suggest you try path finder again, and use a simpler movement method once close to your point of "last seen".

    ~Sol

  • I'm not an expert by far on Javascript, but I would suggest by design, that C2 is limiting this interaction - mostly due to the nature of it being "in focus" on any given page. This is to stop things like spacebar making the page scroll down, or other hotkeys interrupting the game/app/whatever.

    I'm probably wrong - but I'm going to go with "it probably can't be done"... though Ashley might have some kind of ninja workaround.

    I do find it curious though how you mention it works on desktop but not mobile... so perhaps it is indeed possible. Buggered if I know how to do it though!

    ~Sol