Wronghands's Forum Posts

  • Ashley

    Mine does not use any third party plugins but I'm having this problem. Should I make the .capx available to you or ludei?

  • Any updates on this issue?

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  • Have you considered potential copyright issues you will encounter?

  • Yup, and there doesn't seem to be anything relevant. I can provide the .capx to the devs.

  • I just tried it but I'm just getting a black screen with fps:>1000 showing in the upper left corner of the display screen. Maybe it's because I'm trying to host my zip file on Dropbox. The CocoonJS loader is unzipping, and loading it correctly but just a black screen. I think I will try uploading the zip file to my payed hosting server to see if that makes a difference.

    Same here.

    If that's going to help, my game is 1024*768 landscape with fullscreen turned on.

  • Working nicely Ashley, thanks again. :)

  • I dont think any programs on windows (none Ive used anyway) notice when you go from 1 monitor to 2 or back. The only time Ive seen it make a difference at all is when

    - install new vidcard drivers and it resets your display entirely

    - you change the type of display (clone, extend. etc)

    Its not really construct2s (or any other programs fault) its part of windows that doesnt make these kinda checks when programs start up. Theres prolly somethin programmers CAN do to try to make sure it doesnt happen but its not somethin likely to happen

    All adobe programs (like illustrator cs 5.1) manage to open their panels within the available screen area. Weird behaviour may happen seldomly but a simple switch to fullscreen and back solves that.

  • Ashley

    Ok I were too early to give up and can't thank you enough.

    This works.

    I had problems with dt thought. Bullet synchronization was very off that way so I'm adding exactly 1 to AttackTimer every second. I hope I won't be sorry later. :)

  • Thanks but I'm having a hard time putting it to action. :/

    Your pseudocode works for telling the instances when to start do things but I can't get attackintervals to work afterwards. Once "Enemy AttackTimer >= AttackInterval" becomes true bullets are fired from all picked instances every tick or I need to pick only one again. (enable the disabled condition in this relevant .capx)

    Also I really don't want to make picking to effect the timing itself because my control over timing is crucial for this project.

  • Hi everyone,

    First of all, here is a stripped down .capx with the single relevant event.

    <img src="http://dl.dropbox.com/u/3138530/a.png" border="0">

    I have a sprite named "Enemy" that has an instance variable named "AttackInterval" Every time the amount of time set in AttackInterval is passed, the value is recalculated with choose or random and a bullet is launched from the sprite.

    I would like this recalculation to occur for every instance of the "Enemy" sprite seperately so that the bullets are launched in seperately calculated intervals.

    When I say:

    Every Enemy.AttackInterval seconds -> Enemy Set AttackInterval to choose (2,4)

    It does indeed recalculate the variable values in each instance seperately.

    But then it only takes the number of the first picked instance into account and the other instances obey to the picked instance, all firing the bullets together.

    I'm almost certain this behaviour is intended for other practical uses but the proper C2 syntax to get this thing occur the way I want it is unclear to me. "Every Self.AttackInterval seconds" can not work as "Self" can not be assigned to system objects and my attempts with "pick all" and "for each" combinations have all failed.

    The .capx I linked above demonstrates how each instance can be resized according to their own variable but the rest is lost to me. It's probably a simple matter but assure you, I have spent several days solving other seemingly complex problems with my project and am now legitimately stuck. :p

    Thanks all for reading.

  • Although this is a workaround with other minor consequences and not a compensation for something that should not have happened in the first place, thanks.

  • Hi again,

    I work with a laptop, usually as a dual monitor setup by connecting it to another monitor but every time I disconnect the monitor to use the laptop on the couch I find construct 2 almost impossible to use because the panels like instance variables, animation strip etc tend to open where they were previously been and sometimes this location is in the boundaries of the other monitor that no longer exists therefore I cannot see/reach/move/interact with them without that extra monitor. Please fix this somehow :/

  • Thanks for the clarification Ashley.

  • needs a bump

  • Ashley

    It's an interesting idea, but I always thought it was best solved by simply designing for the biggest (iPad retina) and using the 'fullscreen scale' option to it scales down for all the smaller displays.

    Are you talking about 2048 * 1536? Will it not be a performance hit for weaker devices apart from the memory allocation? What if we also need to export it for chrome or facebook?