tulamide's Forum Posts

  • Fimbul

    You're not right in your assumptions. The red cross on white background is a protection symbol and therefore protected by international law. Any misuse of that sign is forbidden and is a punishable offense.

    The use of the sign is only allowed for certain organizations and groups of people and only in armed conflicts. Anything other is a misuse.

    The purpose of a protection sign, btw., is to be as simple as possible, so anyone can recognize it anywhere without further informations.

    The countries around the world have different punishments for the misuse. For example, in germany it is a petty offense, punished with a maximum of 250,000.00� or 6 month of "Beugungshaft" (there seems to be no equivalent word in english, basically you're going to jail until you either pay your penalty or the time is over).

    So don't take it too easy. Also ethically it is good manor to treat such protection signs with respect. (There are quite a few others, like the red crescent, the red lion, the blue triangle on orange background, the emblem of the UN, the letters "UN", etc.)

  • The first thing that comes to mind is if you've set the width of the array correctly? If you add an array it is set to (10, 1, 1) initially. You can access the values in the array's tab, or via event prior to pushing the animation names.

    If it is set to 10, then any push adds to the size, and when randomizing it will select the first ten cells a lot more often than your animation entries.

  • They already implemented what you are saying a while back: scirra.com/construct2/releases/r133

    On export, your images should be deduplicated.oops <img src="smileys/smiley4.gif" border="0" align="middle" />

  • If you're already at a high data size you could also consider doing your own animations with events, if javascript to make your own plugin isn't a possible way for you.

    1) Add all frames in one animation of your object.

    2) Fill an array with the indices of the frames you want to use for an animation

    3) To animate, run through the array at a certain speed. There are various ways. For example,

    myFrame = (myFrame + 20 * dt) % walkArray.Width

    Set animationframe to walkArray.At(myFrame)

    will loop your custom walking animation with 20 fps

  • Thank you DatapawWolf for linking your work. I especially like the blue level with the mummies. The music fits as if it was made specifically. The game looks very good, btw. I always have to smile when seeing the mummy's movement, almost like a "thriller"-dance-move <img src="smileys/smiley4.gif" border="0" align="middle" />

    p.s. Yes, you pronounced it correctly <img src="smileys/smiley2.gif" border="0" align="middle" />

  • First I want to say that I had read the stuff about optimisation:

    https://www.scirra.com/blog/83/optimisation-dont-waste-your-time

    https://www.scirra.com/manual/34/best-practices

    http://www.scirra.com/manual/134/performance-tips

    But I want to make my "ode as "clean" as I can.Regarding that you already read these, keeping the code clean should just focus on the human readable aspect: Arrange your events, so that it is most easily maintainable.

    1) For repeating the same actions all over your code, a function is optimal. If you only use those actions once in your event sheets, it might be better not to use a function and to keep all events together that affect a certain object.

    2) For better maintaining do the collision check based on logic. If that check is done in a block of events that refer to the player, check if player has collision and vice versa for enemies.

    3) Again there is no better ways, as all are acceptable. If you fr example want to display the game behind your menu, there is no other way (besides using no layer at all).

  • There is a function that spawns 3 instances every x seconds and randomly selects a unique frame for each instance such that there are no duplicates via an array. After the function is called, an event picks a random instance from the 3 newly created instances and selects one of them to be the answer by setting a boolean on the sprite instance to true.First you asked for exactly this, and I made the whole work for you. Now that you had someone done this for you, you're asking for the next step. Why not just asking someone to do the whole game for you?

    You could at least use the examples you got and learn from them. As soon as you understand how they work, you don't have to ask for the next step. It will be easy as pie then.

    Looking for suggestions as to a better way to go about thisThe best solution to your problem isn't good enough for you?

    If you want to make a game and realize that it's beyond your capabilities, try an easier game mechanic first and go back to your idea when you are a bit more skilled.

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  • E would be my favorite.

  • ryackov

    I thought of more general requests, as this is a free library for all. But I'll see if I can add loops that match your requests.

  • I didn't have that error yet, but the message clearly says that it's a bug either in C2 or one of the plugins. If you want this to be addressed, open a bug report in the forum "Bugs", following the guidelines.

  • I refuse to accept that what Arima described or my own experience is a browser issue. Because, and I'm serious, if it was then browsers are not a reliable base for gaming - and that would render C2 useless.

    What should the customers be told? "To start the game you have to be lucky that your browser has a good day and actually presents the start button. If not, check back later." ?

    If it turns out that browsers interpret a standard like HTML5 just as they like and unreliable, one could only look at more insulated solutions.

    No, instead I really hope it is a bug in C2 - because it could be traced by Ashley and corrected.

    Sorry for my complains, but it really frightens me.

  • You don't need anything to pick a random instance, just that exact event you are using.

    The problem here is that C2 seems to work the same way CC worked. That means if you create an instance it is only accessible in the same event, where it is created. Any other events can only access it one tick later. The instance is created at the end of the current tick, so when you tell C2 to choose a random instance, there are no instances to choose from.

    If you give it at least one tick time, it works. For example, make the random pick event a subevent just like this:

    + (empty) -> System Wait 0.1 seconds

    ++ Pick a random ...

    how long you have to wait is dependant on the framerate. With 60 fps one tick needs about 17 ms. If it also is a stable framerate, then waiting 0.02 seconds would be enough.

    You could also store the current tickcount to a variable in the function, and then outside the function check if tickcount = variable + 1, and if so pick a random instance.

  • Thank you divaweb , honestly. And I just started working on r6 two days ago [<:o)]

    parside you should pm me with the current status <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Now that's interesting! I discovered the same just yesterday. A project has three drumloop samples, all playing the same pattern. I switch between them using seek to make sure the new sample starts where the previous just stopped. It worked fine. When exported, the first time running it, it didn't work. All samples started at the beginning. After closing and loading the page again it worked.

    I started C2 again, previewed, and the problem was there. I then ended the preview, clicked on preview again - and the problem was gone.

    I also experience this with Chrome (since IE doesn't work on my pc and Firefox doesn't fully support web audio). The only difference is that I could see this behavior in an exported project, too.

    I wouldn't know how to provide any capx or other material that reliably reproduces this.

    But I'm glad you posted this, because I really started to get crazy about this. Now I know I'm not alone.

  • newt

    a&b_or_b&c.capx

    <img src="smileys/smiley4.gif" border="0" align="middle">