tulamide's Forum Posts

  • Hi matcon, here's for a random integer (whole number): int(random(10))xeb@Jayjay

    It doesn't hurt to do it that way, but it isn't needed. CC automatically returns a number based on the input. When using an integer the return value will be an integer also, when using a float the return value will be a float.

    random(10) will return an integer in the range [0, 9] -> 0, 1, 2, ..., 8, 9

    random(10.0) will return a float -> 0.015, 3.4127843, 7.1095284, etc.

    <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I can't provide examples, because I'm not at home (so please excuse, if the names may not be 100% correct), but...

    1) Display width and height describe the size of the visible area of the game's screen

    2) Window.Width and .Height describe the total size of the window used to display the game (meaning: including the caption bar/borders)

    3) Window.ClientWidth and .ClientHeight describe the size of the area, where the game is displayed, without caption bar/borders

    Try making your UI non-scrollable/non-zoomable and use [0, 0] to [DisplayWidth, DisplayHeight] for positioning.

  • The best and most reliable way of working with CC's picture editor is to paint your sprite images including transparencies with your preferred external graphics application, save the results to disk as .png (incl. transparencies) and then import them in CC's picture editor (Second icon in the top row).

    I assume this is also what MrMiller meant.

  • Thanks to ROJOhound and his tips I now will work on a cap that may work around the bug, while still keeping the comfort of the physics behavior. Hopefully the next test will show that it works well <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • If you disable the behavior all parameters are pending. They stay at their last value. Instead of setting the gravity strength to 0, you could try to change the state of the player object by changing its components of motion (probably to 0, found as actions under the movement tag). But I didn't test this.

  • Can you make it so the window size is smaller (my max is 1280x900), or move the text objects to the top/left of the layout so they can be read.I'll do so. The reason for that specific size was that the issue is related to some kind of ratio between window size, parameter settings of the physics object, the number of physics objects and another aspect. I'll try to find a ratio for a smaller size (meaning, find the point at which it starts to fail)

    Anyhoo, I changed the window size to 800x600 and all I can read is the "Max Sprite Particles" text. It seems to run fine until it reaches about 1600 and after that the window is not very responsive until it reads about 1700 at which point it crashes to the desktop.That's exactly the bug I'm after. I would have guessed that my cpu is a bit more powerful, cause it happens to me starting at ~2300 in 1600x900 resolution. And indeed it is. (It would be a relief, if the window size could be eliminated from the possible issues affecting this behavior)

    Can you give me more of an idea of what the test does? One bug that causes a crash with the physics behavior that has to be worked around is you can only create a certain number (255) of physics objects per tick. It's an arbitrary limit built into the box2d library. If you create any more than 255 physics objects per tick your game will crash to the desktop, so you have to come up with a way to spread the creation over multiple ticks. I knew about this issue, but the problem here is another one. The objects are created over time, not more than 3 per tick. I'll send you a pm with details <img src="smileys/smiley1.gif" border="0" align="middle" />

    -Happy bug hunting. Thank you <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Thank you very much zenox98 !

    For all others: I still hope I get a dozen or more test results. It doesn't steal more than 2 minutes of your time. So please help me! (Don't let me beg on my knees <img src="smileys/smiley3.gif" border="0" align="middle" /> )

  • Thank you all very, very much!

    In case you're interested in how the player was made (without the dancing puppet, but with everything else), I recommend reading my tutorial about rms and peak to the end. Who knows, maybe there's a reward for reading waiting ... <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I discovered a bug in the physics object that prevents progress in one of my projects and now need your help to find a limit that works.

    What is needed to test?

    • You need to be able to run a window with a size of 1600x900.
    • You shouldn't be scared of an application crashing to desktop.

    The test application won't show much. It is a test involving the physics object, stressing the cpu a lot. Three texts show (from left to right) a number of sprite particles, a percentage value and the framerate (updated once per second).

    Just run the application and wait until the percentage value raised to somewhere above 95% and then doesn't change anymore. Have a look at the framerate. I'm not interested in the highest but the lowest value there. You can exit the application with the red close button in the caption bar, or by pressing the escape key.

    Please redo the test at least 4 times, if it doesn't crash all the time.

    Then answer in this thread with the following informations:

    1) Did it crash (and how often) or didn't it?

    2) If it crashed, please provide informations about your cpu (type and speed, e.g. AMD Athlon II X2 250 3 GHz) and about your gpu (type, e.g. NVidia 460 GTX)

    3) If it did run at least once, please provide the lowest fps.

    I'm especially interested in tests from the low end side of computers, because I'm aiming for my project to be executable on those, too. But everyone who wants to test is very welcomed of course.

    One test run lasts approx. 20 seconds, so the whole test won't steal you more than 2 minutes of your time. Please help me by sacrificing those 2 minutes!

    Many thanks in advance!

    Download: test_cpu_stress_phsx.rar

  • I'm glad that I could be of help <img src="smileys/smiley1.gif" border="0" align="middle" />

    I wished there was some similar way of helping for drawing and painting. That's where I'm helpless. (Imagine a 3-years-old painting dad and mom, that's close to my results <img src="smileys/smiley21.gif" border="0" align="middle" /> )

  • You are pretty limited regarding this. But it isn't totally impossible, as I proved here: http://www.scirra.com/forum/dancer_topic43690_page1.html

  • I hope you get a few more comments. I personally like the movement, but still am not satisfied with the snout <img src="smileys/smiley9.gif" border="0" align="middle" />

  • For Each File in apppath & "/images"

    For Each Element

    Set Value Array.CurrentX, Array.CurrentY to File.CurFile

    Create Object Text on Layer 1 at (Array.CurrentX * 30 + 20) (Array.CurrentY * 30 +20)

    Maybe I don't understand what you are trying to do? This code can't work. 'For each file' loops through all the 100 images, and for each image found the array loops through all elements in the array.

    I thought you would want to store each name to one array cell?

    ROJOhound provided an efficient example. Another (not so efficient) way is to stick with 'For each file':

    + some condition that indicates loading begins

    -> Array: Set size to File.FileCount(apppath & "/images") x 1 x 1

    -> System: Set global variable 'count' to 0

    ++ For Each File in apppath & "/images"

    --> System: Add 1 to global variable 'count'

    --> Array: Set index global('count') to File.CurFile

    ++ For each element

    --> Create Object Text on Layer 1 at ((Array.CurrentX % 10) * 30 + 20), (floor(Array.CurrentX / 10) * 30 + 20)

    (Last one assuming you want to place the text boxes on a 10x10 grid)

  • You're welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

    Motion blurring in display size involves several frames to be morphed. There might be a rendering of 8 or 16 frames in display size for just one output frame. I'm not sure though if this is the way Ashley implemented it.

    I look forward to seeing your results!

  • I too create all music and sound f/x for my projects.

    For sound effects the most important things are a mixer with editing functions, filters and good sound sources.

    I recommend freesound.org, which has a wide variety of all kinds of sounds in raw form. As a starting point for the mixing/editing I use Reaper and sometimes lmms. Another workhorse I use is Wavosaur, which I prefer over Audacity.

    Reaper and lmms both support VST(i), and there's an insanely number of good production tools, like filters and reverbs. As a source for those I also use KVRAudio.com

    If you prefer to just produce synthesized sound effects, you should have a look for the most easiest analogue/subtractive synths with basic waveforms, a noise generator, lowpass/hipass/bandpass-filter and an lfo.