Yozzik's Forum Posts

  • Okay, guys, consider this as a "hands up". I'm failing to make it work. I'm failing to wrap my head around it.

    I consider chat UI as a number of 9patch objects that:

    1. Go up and down all together (i.e. scroll);

    2. Being created on the go as user scrolls back into history.

    Kinda managed to make them move, but failing miserably to load new messages.

    I have an Array which is a messaging history, and thus code is supposed to check where user is (how far he scrolled) and interpolate this value to Array, get next message and spawn 9patch in proper coords. And that's a dead end for.

    Google is full of "how to make chat using %some framework%" but logic description is nowhere to find.

    Can anybody suggest something?

  • Hey, thank you, oosyrag.

    One thing that bothers me the most is how to tie scrolling with message history. In other words, where in messaging history user is currently is. But i'll try to combine that with scrolling values.

  • I tried to search, but found no proper suggestions. How do i create a messaging UI similar to any existing messenger (i.e. scroll-able bubbles with messages)?

    Asking only about UI itself (elements, scrolling), no actual sending\receiving logic behind, as all messages are stored in the array.

    Tagged:

  • That's it! Thank you, good fellow.

  • I'm working on a terrain generator using Perlin Noise (Advanced Random plugin). Pretty happy with my islands, but most of the time they are clipped by edges of the map. I found a good example\solution here, but failing to find a way to implement radial gradient in C3. So...

    1. Any suggestions on how to do it that way in C3?

    2. Any other ways to make my results "rounded" (i.e. not clipped)?

  • Hi!! I have a question using this plugin. Is there a way to know the row of a data? I mean, I got a data, and I know is on a col, but I don't know the row of that data.

    DamaRoja, you can iterate through your csv's rows until you find it.

    How can you do that?? Would you send to me an example? Sowrry, I'm a lil newbie here

    Not sure i understand your question, but i've been asking about the way to execute function from the CSV. The answer\example is:

    "c2_callFunction(""choose"", [""name""])"[/code:1osgpyk7]
    Here i call function called "choose" with param(0) = "name".
    Also note that running this function will rewrite current cell with function's return value.
  • I've released my new roguelike-ish game - Dungeons Deep.

    https://play.google.com/store/apps/deta ... aunspot.dd

  • KittenKatja, thanks for your advice! However, i still have to upload big assets and that's still will affect the memory usage\download size.

    OddConfection, awesome part of basics i missed, thanks! So, in fact, every sprite will be ceiled up to nearest size in "power of 2", right? Which means i can make my assets larger up to 1024x1024 without memory impact (if 696x696 is "1024x1024" and so 1023x1023 is "1024x1024" too)?

    However, besides the memory usage and etc., can using bigger images help in preventing their quality loss in non-integer scaling up?

    [quote:3ak2b1hb]Also, just wanted to say that it's nice looking art you have.

    Forwarded this to my artist. He says we're open for business.

  • We're developing mobile card game. The default window size is 1080x1960, but i use "scale outer" mode and hope game will look good on larger resolutions.

    One of the potential problems i see is sprite's quality loss when scaling for the larger resolutions. To avoid it we draw all sprites in x2 size (like the original art is drawn in 696x696 and then scaled to .5) to give our sprites some kind of "reserve" in quality.

    On the other hand, "approximate download" and "memory use" grow rapidly when a new portion of art comes. And i feel there's a hell of a dilemma: better quality or better performance.

    So, does it makes sense or it's just my fantasy and artist's trouble?

  • Can anybody reupload this plugin? Dropbox throws 404 now

  • We're doing games on C2 for 3 years already in a small team of:

    * developer\game designer

    * artist

    * sound designer

    This means we're ready to cover any related task if needed.

    Here are some of the games we've made:

    * http://steamcommunity.com/sharedfiles/f ... htext=boom - "Boom", currently in Greenlight

    * http://gamedevparty.ru/works/gdp3/211/index.html

  • 1) lots of users are worried about their projects getting reverse-engineered, and to make this harder currently we strip out all object names from the project. To support this, we'd need to add them back in.

    I have no position here (don't really care), so ok, 1:0, this seems really serious.

    2) this would add ambiguous results to the just-announced find all references feature ... so most likely it will have to add that "create by name" result in to every "find references" result list - or never add it. Either way, it makes the feature less useful.

    But why? Obviously, if i'm interested in "Unit" object, i have to see event\action that spawns it.

    It's also relatively straightforward to work around in events (e.g. using a function call) without affecting either of those points.

    Like call function "Unit" with f.param(0) = "spawn" and f.param(1) = "archer" or "ranger", and then you have to do a bunch of similar actions twice?

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  • I've been talking about this on forum for a few years from time to time - hope in C3 discussions it has more chances.

    Since we can refer to audiofiles "by name" (like "Play (by name)"), can we create objects by name and refer to them?

    Like instead of well known "click to choose" we will have a field to enter object's name.

    Such a flexible logic can be really handy in many situations like:

    1. When you use array or CSV to store data about units and spawn them. For sure, i can spawn a sprite named "Unit", refer to it's animation to define unit type\graphics and then do a ton of actions to set some specific parameters (movement speed, HP, damage, etc.). But hell i could predefine them in different objects and then just spawn.

    2. When you have a lot of objects on the scene and on touch you react in specific ways (like get damage from subject). For sure, i can hardcode every case (a ton of similar events) or somehow use the family. But hell i could just do 1 abstract action like set player.HP to self.HP - subject.damage or even self.HP - touch.subject.damage.

    Overall, it would be really cool to have more abstraction in events so we can save time and do more simple-looking code.

  • Excuse me, Rex, can you refer any rules of using single\double\triple quotes in non-eval mode? I`m really confused with it.

    Your code works well, but any non-dynamic (without choosing one of the random pieces) string value works only when in """text""".

  • Awesome. Just awesome. Thanks a lot again.