Xionor's Forum Posts

  • Ashley

    Does Collision checking also use only a single core?

    Would there be any improvement in speed if it used all available ones?

  • Jase00

    Remove the "Panning/Zooming with Touch ID" text boxes and see if it helps.

    I remember they bugged the crap out of the example for me when I tried it.

    After I removed them it worked fine.

  • It really sounds like it's rather Chrome that's downgrading it for some reason. Maybe some kind of mismatch or bug.

    Maybe try with another mobile browser on the SIII to see if the problem is browser-based or not?

  • Holy sh*t, that's amazing!

    Thank you a million blackhornet, you always have great solutions! ^^

    I was already going through my math books trying to work out a formula to calculate this manually.

    Kudos to Ashley too for figuring it out!

  • Is there any way to fetch the Absolute X of a sprite on the screen?

    That is to say the X on the screen, taking into account Parallax and Scale rather than the X on the Layout, which is the same regardless of Parallax/Scale.

  • My game runs pretty good the last time i ran it (no physics), but i have not used the 4.1 update yet. The only thing that sucks bad is that i need the letterbox scale working... Otherwise i can't release on mobile yet, and my game is nearing its completion stage.

    Letterbox will not be available for a very long time. You have to use Scale Inner or Scale Outer and design your game to work with one of the two methods. Ashley has written about it in Supporting Multiple Screen Sizes

  • Glad this is coming!

    Construct 2 crashes for me too sometimes when i press CTRL+something silly, by accident.

  • Seriously, what's happening to the community?

    Where does this unearned feeling of privilege come from?

    I see so many threads and people whining about how "their game" doesn't work perfectly on CocoonJS and then whine about how Ludei is a horrible company, or how the newest update is "sh*t".

    CocoonJS is a completely free third-party software which provides an amazing service. Nobody forces you to use it AT ALL!

    You are free to use your own Android/iOS wrapper and port your HTML5 games yourself! However I am sure than no more than 1 or 2 people in the whole community have any knowledge on how to do this.

    Yet the rest complain about it as if it's their god-given right to use that free software. I've even read people writing things like "it should just work!".

    How many of you have actually checked your game logic for inconsistencies?

    Do you know that CocoonJS does NOT debug your game - Meaning if even one line of code is wrong, if a single event is checked against wrong values or even if you have objects that you never use it will crash.

    Many games that run perfectly on your PC will crash on CocoonJS because of bad "programming".

    I assume many of your have created your projects across many Construct 2 versions. With each new update as Scirra change existing features and code something somewhere. Have you double-checked if your own project is not affect by any of these changes in game logic?

    Have you tried re-doing your entire project in the newer version? That would eliminate anything that's left over by error from the previous ones.

    That is most often the reason why your games crash - You've done something wrong. I recommend you double-check your entire project before you conclude that CocoonJS doesn't work.

    Of course unless there's an acknowledged problem, like the Dynamics library wasn't working.

    There is mostly only the Sound issues left which i'm sure are being worked on.

    Let's give Ludei some more love because without them HTML5 gaming on Mobiles would still have been in the stone age. And so far they've done it for FREE!

  • DarKeX

    Look into the Dictionary object. It is basically what you're refering to, a dynamic database : )

  • You can disable Solid behavior and use Physics instead.

    Physics objects will collide with eachother but objects without Physics behavior will ignore(pass through) objects with Physics.

    You can also check when Object B is for example within like 3-4 pixels of the Solid and then make Object B also solid for a second or two : )

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  • Click on File and "Save as Single File". It makes a CAPX file which you can upload somewhere so we can see the project and what's wrong with it : )

  • I seem to remember this was a problem with Pixel Rounding or rather that the backgrounds got rendered a subpixel apart from eachother or something.

    I'm at work now and I'll try to find a solution to it later, but if it's not too ugly you can just overlap the backgrounds by half a pixel or something.

  • In Events

    Every Tick -> Story -> Set Text to textvalue

    If you want to mix text and variable you can use the & symbol to mark and separate variables from text. Remember text has to be in brackets "".

    Every Tick -> Story -> Set Text to "The value of textvalue is " &textvalue

  • Oron

    It is completely viable to export via CocoonJS.

    I'm making a game, with many moving and animated sprites, 25 physics objects per screen doing 40,000 colission checks a second and animated backgrounds.

    And it all works GREAT on Cocoon!

    The only thing I haven't done yet is sounds so I have idea how that works yet.

    But CocoonJS is still perfectly viable.

    Joannesalfa

    How was 1.4.0 perfect? The whole Box2D.Dynamics library didn't work.

  • C2 doesn't send draw calls for objects outside of the visible window and your graphics card also doesnt draw objects off screen.

    However the game logic still runs.

    If you say you have a 40960(!) pixels wide layout and it's full with objects doing things at the same time, then I can imagine it lags.

    There's an event condition in C2 "If object is on screen" or "If object is not on screen" which you can use.