TheDoctor's Forum Posts

  • That is true...and I wish Scirra would fix that.

  • Read this tutorial: https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    Short version: Use Scale Outer or Scale Inner for resolution/aspect ratio and Anchor behavior for the HUD elements

    That is the best way above, but perhaps more time intensive than what you need every time.

    My quick and dirty preference is:

    (and this is not with coccoonjs!)

    Screen resolution: 480x720

    Fullscreen in Browser: Letterbox Scale (not integer!)

    This will give you minimal black bars on the screen as it is a midrange setting. I'd rather have a little bit of black bars on the side (if any) than have the screen look a way it is not intended or show something outside the program window which could make it look really bad. Like I said, it's quick and dirty, but not bad. I believe people are a lot more interested in the look of something and what it does than whether or not you used every pixel on the screen doing it. Of course if every pixel counts and you are doing one program to be used by MULTIPLE viewing screens then be ready to program for every situation-and good luck with that!

  • I think that people would buy the templates IF it were decently priced for what it was. Again, it would have to be very detailed. I'd say you are most likely going to be able to sell the mammoth programs that take months of programming to make rather than simple ones. If someone can program it in a week or two, it probably won't be selling. That said, the mammoth programs should go for a decent amount of money. Also, be careful what version of Construct 2 you use to make it! (not everyone wants to run the betas!)

  • Have you tried to run the preview over your LAN?

    https://www.scirra.com/tutorials/247/ho ... al-network

  • Oh sorry, I get it now.

    Well, easy to fix, on the mouseover event you see the circle which could always be there invisible, on the mouse down event you would have that circle disappear and another just like it appear at those coordinates and restrain movement of that player to those coordinates. That's the first way that comes to my mind, sure there are others. Need something more?

  • Could you be a little more clear? What do you mean when you say it's ok when you "try" to export with Android. Is that working or not? (How big is your biggest sprite? Just wondering.)

  • I tried it out on my Samsung Galaxy tablet and it worked fine, except that during play the score at the top is a little too high and cut off. I thought it was funny you went to the trouble to make it possible to change the obstacle colors.

    So, if you don't mind me asking, what project and configuration settings did you use when you put the game together? Full screen in browser? Orientation? Window size? Did you use C2's preview over LAN feature when developing it? If so, how did that go? I'm also still wondering if LUDEI handles whether or not something will be strictly played in portrait mode because when I have my project set that way my preview over LAN doesn't make it stay that way on my tablet.

  • Depends on what type of ads are running at the moment, and who you are working with I suppose. As far as me and my crew can figure out, it seems if you are working with Admob then Admob will display all of their ads they have available that are paying per impression, when those run out it seems they go to the highest bidders on cost per click. Still working on trying to figure it out exactly, but that is what we have deciphered so far.

  • I do have a question for you, will the circle always be there if you mouse over the avatar? If so, I would just make a mouse over event that makes the circle visible. Of course the circle is pinned to the avatar.

    Did that answer your question, kind of a little lost on what else you wanted to work out.

  • Just to be clear, I think that a program development environment like Construct 2 can be intuitive and powerful. I really am enjoying programming with it because after working with other programming languages and environments, Construct 2 seems very familiar, for the most part the documentation is written very well, the website setup is nice and their event system is put together very nicely. I totally believe it can be made a lot easier for the new people and still made more robust for advanced programmers at the same time. Construct 2 doesn't have to be complicated for advanced users, it can be easy for them as well.

    Sure Construct 2 was programmed however it was programmed, but they don't sell what is behind the scenes to the customer, what sells is the frontend, which is the programming environment. -that's what users buy! You can always gut or change out the backend. For your target audience though, you should always develop your product with how they would like to interact with it. Recurring issues coming from the products users are sure signs that updates to the program need to be made. At least throw in some hints on what people usually get wrong when they use something.

    I also agree with your Function calls. I'm still trying to figure out what all I can do with their parameters in their function call. I have to say, I've never written so many global variables before, which makes me feel like I'm doing something wrong!

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  • And building something on assumption about why programmers do what they do is a bit dangerous. There's already a lot of programming style out their and I'm not sure they would all agree on that one (:

    At it's core, a loop simply is a repeated set of commands in every language I've seen. How it is accomplished is up to the language and the programmer.

    One must always consider who their target audience is, yes? It's funny how they tote that Construct 2 is a "No programming required" way to make games...that tells me exactly who they are marketing it to. Getting a program to work is programming and if they want to make it easier to understand, to make it more suited to their target audience, then this is one thing they should address.

  • I don't think it would be a good idea, It is logic right now, it is like having the same set of event (not only actions) placed one after another:

    https://www.scirra.com/tutorials/56/how ... ait-action

    Consider this, the entire purpose of a loop is to execute a set of events over and over and over and over until it has done it enough times or stopped by some event. Logic, and the standard way of thinking in most programming languages, I believe, would dictate that loops, intuitively, are simply repeated actions.

    If I want to rotate a wheel 90 degrees clockwise, then I would simply rotate a wheel 90 degrees clockwise. You don't need a loop for that. If I want to rotate a wheel 90 times, one degree at a time clockwise, then I'd use a loop. I'd only put a command in the loop one time at one degree and then the loop would execute that 90 times. So, whatever I put in the loop code block, intuitively and logically, I want that to run for as many times as the loop runs. Whatever happens behind the scenes is all up to the creators of Construct. They can choose to program the Wait command any way they want, but I believe that the more intuitive you make something, the better the product is and the happier the users are!

    Right now, I believe most new users of Construct, especially those who program in other languages, would find it a headache to wonder why their instructions in a loop execute "all at once". Certainly they can look into the matter spending a few hours searching the manual, looking through many tutorials which aren't cross referenced and even wait for someone to answer "that same question again" on the forums, but that means the user interface isn't as intuitive as it could be. There is room for improvement.

    For me, I read the manual many times looking for the answer but couldn't spot it. I was looking through the tutorials, but I didn't think the problem was the Wait command, I thought I was structuring my loops the wrong way! I was doing all kinds of searches on LOOP STRUCTURE! I thought I had the conditions and sub events with my actions in the wrong place!

  • TheDoctor

    I understand your confusion now.

    In unity and java, python, etc, you can use some kind of wait or sleep to tell the thread to just stop execution for a (more or less) specific amount of time.

    But you don't really have threads in javascript (or rather you only have one), so the wait can't work the same.

    What the wait does is registering a set of actions to be called after a certain amount of time.

    But doing this registration happens in one go. The repeat 90 will register 90 set of action to be executed after a given time (hence the wait loopindex * 0.3)

    If the wait was really blocking the thread, all the game will stop receiving inputs (:

    Thanks! I get it now. Never programmed in one thread before. Now I understand why the loopindex works!

    Thinking about it though, wouldn't it be easier and simpler to have Construct just automatically multiply your delay by the loop index? I mean, generally when a programmer puts a delay inside of a loop the programmer is looking to have whatever is in that block of code repeated from top to bottom as many times as the loop executes. If the Wait command was outside of a loop it could default to running once. To me that would make the coding a lot clearer. I'm betting this is a headache with a lot of people new to Construct. -at least those that want to understand it well.

  • wait loopindex*delay

    Thank you so much! That little bit of code was what I was looking for. You threw me for a loop when you had all that other code in there.

  • Here's an effect you can use:

    http://www.scirra.com/arcade/addicting- ... 5-lighting

    just below it is the capx