tulamide's Forum Posts

  • Great question... probably something every game designer needs to think about.

    I use a notebook most of the time. Track what I'm doing, write down where I left off, sketch ideas, etc... one notebook per project and crapton of pencils, just in case.

    Within C2, I use a lot of groups and comments. It takes some extra work, but if you're diligent, C2 isn't too tough to organize. I've found a love for Functions in regard to organization. Break up tasks into widgets that can be called or altered without having too re-write larger pieces of game logic. Never be afraid to use multiple event sheets, either--all variables on one, all sub-functions on another (organized into groups), and several others for different layers or mechanics.

    I guess there's no one method, huh?This is pretty much what I'm used to do, too.

    I want to stress that using multiple event sheets is a key for organization, even more than using functions and groups. While the latter might steal some ms, event sheets are merged to one big event sheet on export (if I recall correctly), so basically there is no disadvantage in using them. Oh, and the comment option is there: Use it, everywhere, anytime.

    I often thought: "Bah, that's a too easy solution for the problem. Don't need to make notices."

    And just 2 days later I thought: "How the heck does this work, what did I do here?"

    In general, it is all just about visual organization. The less text at once, the easier for us to follow. Imagine the book "The lord of the rings" without being seperated into parts, chapters, sections, breaks and indentation. Would anyone have read it?

  • Dictionaries are nothing to be frightened about. They are pretty simple. One dictionary can store any number of key/value pairs. A value is identified by its key.

    The advantage of a dictionary is that the key is a simple string, so you can use pretty much anything as key. Also, the value can be a string, so you could store hundreds of information under just one key. (For example a json string of an array under the key "myawesomearray")

    It is also valid to add keys with no value. This is useful to cache data.

    Examples regarding your project:

    • Using Level and Glyph as key for the UID value Add key "1,A" with value 102 You compose the key with str(level) & "," & [glyph] Later retrieving of individual parts of the key is done with tokenat()
    • You are not limited to one value. Add key "1,A" with value "102,someothervalue,justanotherone" Retrieving of individual elements of value is again done with tokenat()

    Pretty straight-forward.

  • Just like blackhornet said, a dictionary would be the better way for this requirement. On the other hand, let me take away a bit of your worries regarding wasted space:

    Assuming you only store numbers, each array cell consumes 4 bytes of RAM. With an array of 100x100x100 you need aprox. 3.8 MB of RAM

    This is exponential, of course, so the higher the total number of cells, the less likely it will fit to RAM. With 200x200x200 you're already at 30.5 MB. And with 1000x1000x1000 the RAM needed is 3.7 GB <img src="smileys/smiley3.gif" border="0" align="middle" />

    But if you stay somewhere under around 30,000,000 total cells, you're safe, because that's around 115 MB, an amount every smartphone can handle.

    (This only applies to numbers)

  • There have been so many threads about it in the past. But well, let'S start it all over ;)

    My favourite still is

    freesound.org

    It's hard there to not find what you're looking for.

    According to Weebly you may access pure HTML/CSS to change your site in any way you like.

    According to Wikipedia, this is the way to integrate a favicon in the header of HTML (after having created and stored "favicon.ico"):

    <link rel="icon" href="http://example.com/favicon.ico" type="image/x-icon">

    (Note: Internet Explorer needs rel="shortcut icon")

    Hope it helps.

  • 60 seconds is really tough for someone like me, who can't draw at all <img src="smileys/smiley36.gif" border="0" align="middle" />

    However, with the very last second I managed to "finish" my beautiful sheep: <img src="https://dl.dropboxusercontent.com/u/11182740/pictures/sonstige/SHEEP_1384782927.png" border="0" />

  • Yes, you're right. A shader would be the easiest solution to that. The disadvantage is that it consumes a lot of gpu power (drawing half of the screen pixel by pixel on every tick is quite some task). It might not run very well on mobile devices, at least on older tablets. But that's something you would have to test.

    Beforehand, the best way would be to post in "help wanted". You are free to offer my effect as a base for a convertion to a C2 effect and the necessary adjustment to just the half of the screen.

  • Can't add anything to the last post. And Tobye good find, I missed that one completely, but indeed can be a problem.

    As Tobye said, if you still can't solve it Tig0r try creating a demo capx with the error. It would make it much easier to track down the issue.

  • From the picture I can't tell, when and how often "Add obstacle" is used. If you do it at start of layout, it'S ok. But if this happens several times throughout the running of the game, you will have a lot of issues, because there sems to be no "Clear obstacles" action. Without that action you are constantly adding to the obstacle map (the same object several times), which makes the obstacles map so huge, that it runs forever^^

    Also, event 68 doesn't make sense. If it fails to find a path, it won't find one, when just repeating the same action. And regenerate obstacle map is a redundant action in this event. Nothing has changed, so no need to regenerate the map.

    In short:

    Try adding a "clear obstacles" action, followed by regenerate map, if you are using "Add obstacle" anywhere else than in start of layout.

    Remove the actions from event 68. Instead, for debugging purposes, you could fill a text with "Path not found" or something.

  • Wow, you just affronted hundreds of people...Let's see who is able and willing to help now <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • Use an instance variable on the friends, a boolean will work fine. Set it to false initially, and whenever player attacks friend, compare if that boolean is set (=TRUE). If so, ignore the penalty, if not (=FALSE), reduce the score and set the boolean to TRUE.

  • Use the max() expression. max returns whatever value is greater.

    For example

    Set score to max(score - 50, 0)

    will only subtract until 0 is reached, from then on it will return 0

    keepee beat me to it <img src="smileys/smiley36.gif" border="0" align="middle" />

  • No offense intended, but all the people in this thread gave you comprehensive answers. They are as easy as possible. If you still don't understand, you need to learn the basics first. When working with graphics, terms like resolution, aspect ratio, ppi/dpi and size are key to a developer world that consists of a vast variety of display sizes, ratios and resolutions.

    You repeat saying you are new to this. Still, it seems you're hoping for an all time, no learning needed solution: There is none. You need to learn the basics. If explanations are not understandable to you, use the old but still valid method of trial and error. Do prototypes and test them, until you achieve the result you want.

  • I think I understood the question very well:

    2. Can i draw something in 100x100 pixels and keep the ratio of it when viewed in the iphone5, WITHOUT it changing?The answer to this question is, as I said, yes, it keeps the ratio, it doesn't change at all.

    But that's not what you wanted to know. The question was wrong. So if you make the right question you'll get the right answers.

    Now to your new question:

    If i draw something in 100x100 pixels. Let's say it is 3 CM. Once important under the retina display it will still be 100x100 pixels but WILL it become smaller, to the eyes compared to when i draw it on photoshop on PC?How many cm a digital image will cover depends on its ppi or dpi value. For digital media ppi is the right measurement, for printing it is dpi.

    ppi means pixel per inch and desrcibes the pixel density in relation to its size of a digital medium, like a display. Under Windows you have the option to use several pixel densities, but the most common is 96 ppi. With such a density, a 100x100 pixel image will cover 1.04167 real world inches (~2.64583cm)

    The iPhone 5 display is said to have a density of 326 ppi, so a 100x100 pixel image will cover 0.3067 real world inches (~0.7791 cm)

    IMPORTANT: The image doesn't shrink! It just looks smaller to the eye. It keeps the same amount of pixels.

    I'm no expert in Photoshop, but in GIMP there's a viewing option called "point to point", which makes sure, every pixel of the image fits to one pixel of the screen, when in 100% view mode. If you turn that optin of it will be displayed according to its density. So, if I create a 100x100 image with 326 ppi and deactivate "point to point", I see the image in exactly the real world size, the eye would sense it on the iPhone 5. Since Photoshop is the professional, costly image editing software, I'm sure it has such an option also. I just can't tell you the name, or in which menu it hides. Maybe some Photoshop expert can help here.

    So, basically, there is no other way than making them in a higher pixel size, or, as I said in the first post, use a smaller 16:9 resolution an scale it to fullscreen.

  • 3.) Everything visual has an aspect ratio, which is the relation between width and height. An iPhone 5 display for example is a rectangle with a ratio of 16:9. That means that for 9 units in height it uses 16 units in width (landscape mode).

    2.) Regarding the answer to point 3, why should the aspect ratio of an 100x100 object change?

    1.) After answering point 3, it means, that everything with a final output aspect ratio of 16:9 can be displayed exactly fitting the iPhone 3's display. For example, a picture with 8x4.5 cm, a wallpaper with 32x18 inches, a video with 640x360 pixel, or a game with 1280x720 pixel.

    The resolution of 1136 x 640 pixels means two things:

    a) All visuals with a 16:9 ratio that doesn't fit exactly to that pixel size, will be scaled. Scaling doesn't change the aspect ratio, just the number of pixels used to display it.

    b) 1136x640 is not exactly 16:9, it's a bit more stretched horizontally. A true 16:9 aspect ratio would either be 1136x639 or 1137.77~x640.

    If you want to support the aspect ratio of the display, just use a size for your game that has a 16:9 aspect ratio and use the fullscreen option.

    If you want to support the resolution of the screen, use 1136x640 for your game's size.

    In both cases, the aspect ratios of your objects won't change.