theubie's Forum Posts

  • I would tuck your sound check as an else event to event number 1126 and drop the variable all together.

    Unless I'm reading it wrong, the only time the sound plays in that block is if 1126 is false.

  • Your psudocode there should work. If you alter a global in an event, it will be that way for later events. Work flow is linear.

    Can we see a capx or screen shot?

  • Might want to make that >= 12 on the check incase of some weirdness that happens to cause adding more than 1 to the variable. It's a safe coding practice.

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  • Check Sprite.CustomMovement.dx...

    If it's positive, it's moving right, if it's negative it's moving left.

  • Inverse of isvisble added to your conditions works great when using nonvisible layers and mouse on object clicked. Yes, it's one extra check, but it's a lot less work than trying to save the state of your game and switching to another layout.

  • No one is arguing that HTML5 is or will ever be exactly as fast as native, just like no one would argue that Java is as fast as native machine language code on a PC...

    However, advancement in the interpreter, the hardware and the developers for Java has allowed for the platform to perform so well that the consumer can't tell the difference between native compiled binary code and interpreted code. 60 fps in one is the same as 60 fps in the other. You claim HTML5 is a failure. Lots of people claimed Java was a failure as well. (there are plenty today who still hold to that...it's their opinion and they are entitled to it.) I disagree. I see it not only as the next Java, but as a superior platform to Java in almost every respect. And as hardware advances, vendors adopt and adhere to the standard better, and as the standard itself evolves, I believe it will be one of the best platforms to develop on as we move forward for the next decade or more.

    Is HTML5 there yet on your mobile platform of choice? Apparently not. That's a shame. I can understand your frustration and desire to be at the tip top in that market.

    But that isn't the only market served by the C2 IDE. I did not purchase my licence to develop mobile apps. I like the ability to export in a way that would let me move some of what I write to mobile, but that's not my primary use of C2. I live in a Nevada casino town, and I'd be happy to lay odds that I'm not in the minority there.

    This leads us into a conundrum: You want the IDE to operate in the best way for you. I want the IDE to operate in the best way for me.

    If Scirra decides to stop working on enhancing their game development tool that currently can be used across multiple platforms in it's current state and instead focus on making their IDE optimized for a one specific native language that means that only a percentage of people are getting benefit for the man hours they are putting into their product.

    The fact of the matter is that C2 has a "*" next to the mobile export on the website. It's not a native compiler. I bought the product with that in mind. I want them to develop the IDE to make it even better for making games. That's what I bought. It exports to HTML5, the platform that it's advertised to export to. That's what I bought.

    That is also what YOU bought. I'm sorry that you bought the product thinking it could do something that it's not billed as directly doing. Does it meet your performance goals right now? According to you, it doesn't. Does it export and run, through CocoonJs, on the platform you wish for it to run, regardless of the performance? Yes. It does.

    You have gotten what you paid for. Scirra could have every right to not even try to make ANY enhancements from there, but they choose to devote a proportionality equal amount of time on your desired platform while trying to work on EVERYONE ELSE'S desired platforms as well, fix bugs, and add new game making non-platform specific features to the IDE.

    Personally, I think they would best be suited on just working on IDE features to make the games in HTML5 the best they possibly can and leave any other exporting to 3rd parties. That would be spending their time to the benefit to the most people who have purchased their product, but that's my personal opinion and it is the path that would suit me the best, so I'll admit to being biased.

    Actually, I'd love to see a survey of license holders as to their primary development platform. If the majority use C2 to develop for iOS, then by all means, put the time into making the iOS export as powerful as possible. If the over whelming majority do so, then I'm all for dropping all other work on the IDE (except bug fixes) to make the HTML5 export work as flawless as possible with iOS.

    I do not support, however, 1st party native export. I didn't buy an iOS development tool. I bought a HTML5 development tool.

  • Well, if the coffee maker advertises soda making capabilities, why shouldn't I comment?

    A valid point. In this case, the coffee maker in question says you can make soda by using a 3rd party carbonator and adding it to the syrup you can create in the coffee maker (which I have done, btw...)

  • If you are making the green bar smaller inside of an event where you picked that sprite instance it applies to just that container. If you are making the green bar smaller in an event that doesn't pick one of those sprite instances (or a particular instance of that green bar) it's going to apply it to all or them (or just the first one it finds, depending on the circumstance).

  • Yes, that works as well.

    I had figured the problem is that you might have more than one spawner (i.e. you have a spawner off layout that you placed at design time, then you spawned another one at run time.) and it was evaluating based on the first spawner, which probably wasn't moving.

  • Check the coordinates for Player.X,Y and Spawner.X,Y and make sure you've got the right objects selected.

    Disable all three of the requirements, then enable them one by one until it stops working and we can go from there.

  • I hate to sound like a broken record, but there are so many posts in this thread that also sound like broken records...

    Complaining that a tools is the BEST TOOL TO DO X ever, then bashing it because it is designed for platform Y is similar to making this argument:

    My coffee maker is the best coffee maker I've ever seen! It's so easy to use and it makes the best coffee I've ever tasted. I just wish it would make carbonated beverages. I love my caffeine to be in soda format, but all my coffee maker will make is coffee which I don't like the taste of...why can't Gevalia change my coffee maker to make soda instead? It would taste better and everyone would buy it!

    The bottom line is, C2 is a HTML5 based engine. That's all Scirra is responsible for.

    Here's an idea: You want native code, write a native exporter. C2 can be written to do this. You want Scirra to do that for you, but it doesn't fall into their plan. I want an awesome survival game like Unreal World, only with a lot of added features to it...but those features don't fall in line with Sami's vision for his game...however he has added in mod support. I can either praise him for his great game, then bash him for not doing things the way I want, or I could write mods that add in what I want in the game.

    Actually, I decided on option 3: Write my own game, but then again I'm crazy like that.

    The point I'm trying to make, again, is that C2 is and IDE for HTML5. If you don't like the HTML5 platform, you're on the wrong IDE even if you think it's the best IDE out there. If you don't like what it exports, write an exporter or if you don't know how to do that and have a bunch of money find someone who does and throw cash at them to do it.

  • Something like this

    <img src="http://www.infinitepossibilitygames.com/demos/MobSpawnerExample/conditions.PNG" border="0" />

  • Add a condition to the one that checks distance. If you want it to spawn say...15% of the time, you'd use something like Compare Two Values-> random(0,100) <= 15.

    Another thing to consider: This action is going to spawn everytime you run through the loop, so if that spawner object stays within the spawn distance you put in there, it's going to start popping out mobs at a high rate. The random statement I just mentioned will address that. You might want to add in one more condition to limit the number of times it can fire over a given period of time, like Every 1 second or something of that type.

    (just speaking from experience there)

  • Stomphoof

    In this case, you would set the sprite not to an animation frame, but to a completely different animation. You can then check the animation name (sprite.animation) and based on that you can assign the HP, etc. That would require events like the ones in the other example...you're just checking Sprite.Animation rather than the Variable but the methodology is the same.

    Either way, you're going to need an event for each mob so I'm not sure if either way saves on total number of events.

  • shinkan I already offered that type of solution (1 sprite, 4 animations) in my first post. He wanted more info on how to do it this way. I'd go with the 1 sprite method myself.

    If you're going that route, you wouldn't even need the variable or function. Just set animation to choose("mob1",etc) when you create the mob. Even less to code that way.