Yarfapet's Forum Posts

  • Problem Description

    Attempts to change screen scaling at runtime (via browser object) in webkit don't work

    Attach a Capx

    https://dl.dropboxusercontent.com/u/103 ... scale.capx

    Description of Capx

    Contains 3 events related to setting fullscreen scaling and one to leave fullscreen

    Steps to Reproduce Bug

    • Step 1: Create an event that fullscreens with a different scale mode
    • Step 2: Preview in webkit and trigger event Observed Result Project just fullscreens with whatever was set at edittime Expected Result Project fullscreens with different scaling mode Affected Browsers
      • Chrome: (NO)
      • Webkit: (YES)
      • FireFox: (NO)
      • Internet Explorer: (Fullscreen does not work at all)

    Operating System and Service Pack

    Windows 7 64bit Sp1

    Construct 2 Version ID

    164.2

  • I'm currently working on a game that has some adult themes and one things I've been going back and forth on is including a possible content disclaimer on both the game's possible site and as the very first thing the player seen when they boot the game up. Things like this:

    Most games that go for a more disturbing angle seem to do this, while many with mature themes in general seem to ignore this, almost like these screens are more to set the mood than actually warn anyone (By the time you usually see them, you've already bought the game). Most games I've seen also go for something rather brief and vague; but with my own game at one point, I went for a massive list of terrible things that might happen in the game and actually caught quite a few eyes with it, when pitching the basic idea of the game to a few friends. I will go ahead and say some of the thing listed below were way overstated, better safe than sorry I figured.

    A few things have changed since this

    So I was wondering, what's everyone's view on including stuff like this? Is there a point to them? When should they be included? And how deep do you think the warnings should get?

  • Make another variable holding the timer. If wood=0. Subtract dt from timer. If timer less than or equal to 0. Set the timer and Wood back to their original values (To specify a restock time and amount per instance, just create just create a value for each, and set each to those values. Otherwise, just put a number to set them back to). There's also a timer behavior you can use, but it can be a bit tricky to work with.

  • > That depends,

    > If you have at least the personal version, use families for everything

    > Either way, It looks like some objects are cloned, is there a difference between trees 1 and 2?

    >

    Yes, they must have different instance variables to store their loot. So I can collect wood from tree 1 until it ends, then I collect more wood from tree2. The object didnt get destroied. Instead of it, I restore the loot after a couple minutes.

    From the sound of it,, the only difference between the two trees is how much wood they have. You can easily use the same object for both of them, instance variables are calculated and stored on a per instance basis. You could have any number of "tree1"s and set them all differently, and if you take loot from one "tree1" the other won't lose it's loot; as long as you make a distinction in your events, construct will pick out the right one. If you need to restore them back to a certain number in a few minutes, just make a second value to set it back to.

  • That depends,

    If you have at least the personal version, use families for everything

    Either way, It looks like some objects are cloned, is there a difference between trees 1 and 2?

  • Should you run with update? Pain will be inevitable. Let us be fruitful in our decisions ^_^

  • moebios Yes, it can be difficult to implement, but is very flexible once you have it figured out.

    1. If you have music playing and you aren't switching it when you goto the menu, make sure you have it set (in the audio plugin) that music doesn't get saved, since it'll jump back when you switch back otherwise.

    2. Since you'll be making changes in your menu, make sure you have an object that ignores saving and loading. Pass all of the changes you make to it's instance variables, then upon loading the previous layout move those values where they need to be.

    3. Haven't messed with this one too much, but if you want to preserve part of the previous layout (As say, a background), create a sprite as your background, and have pausing take a snapshot of the layout (System action), then load the picture once you get to your menu.

  • >

    > IDK about Flappy Bird itself (Never played the original), but I know someone here posted a version (Lazy Rocket, I think) that had a shop, and if you clicked a button and viewed an ad, you got your money doubled for that round.

    >

    >

    Man, that's something I though only EA was evil enough to do...

    Not really, the only stuff in the store is cosmetic stuff, and it's money earned ingame (Don't think you can even buy it atm). Honestly helps break up the monotony a little.

  • Rhindon No prob. As I said, I gave global timescale a shot first, but I think physics are tied to global timescale.

  • Couldn't get the first solution to work. Used the second and threw in some group disablers, let me know if that's what you wanted.

  • Was in a weird mood today and started making a couple of these

    What do you think? Sorry if they're kinda big, for some reason I can't get the image resize code to work

  • Ads, But I wonder who would click on the ads that came out once you died. And also on top of the screen to generate 50k a day so .

    IDK about Flappy Bird itself (Never played the original), but I know someone here posted a version (Lazy Rocket, I think) that had a shop, and if you clicked a button and viewed an ad, you got your money doubled for that round.

    EDIT: That, and some ad services are pay-per-view instead of pay-per-click.

  • Here's a sorta Capx version of what I was talking about, in case anyone is interested.

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  • One thing I've always found very useful in both C2 and CC, and something I commonly do when I code, is exploit the Event Cycle. That is writing code that take advantage of the fact that nothing gets drawn on screen until all the events are done and that said events are always executed top to bottom. For example,

    If you write an event like this

    Every tick set Object Y to Self.Y+8

    And lower/later in the event sheet write an event like this

    Every tick set Object Y to Self.Y-8

    Then the player won't see anything change on screen BUT everything in between those two events will act like the object is 8 pixels lower on screen then it appears (and you can also do it with other things like disabling and re-enabling collisions, so collision events in-between ignore certain objects). This can be super useful when dealing with plugins and behaviors that have limitations like a lack of precise origin placement (Most non-sprite objects) or object picking (Custom Movement's "Push Out Solid" Command), or want objects to be in different states at different points in a tick (Like increasing enemy sizes, and thus collision areas, when dealing with their collisions against each other, but otherwise want them to be normal sized).

    And of course you can turn this inside out so things on the outside (Including the player and I think behaviors) see the change and things on the inside don't.

  • As far as collisions go, it seems like unless you needed ultra fine collision detection, something like a cube, sphere, or capsule shaped collision area would work; and since (as you said) you'd probably make something that gets treated as 2D, you could probably knock a dimension off that and be left with something much more manageable given everything else.