Zygorithm's Forum Posts

  • Jesus, I figured it out. Unlike every other Json parser out there, the Construct 2 one cannot handle newlines. It must strictly be a 1 line string, and you have to load it using Ajax because the string parser forces you to change the inner quotations to single quotes, and it doesn't like that either.

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  • I also tried filling the full 2, 30, 30 with 0s on nonexistent values. I need this structure because the json contains 1 room, and in the future there will be multiple rooms with differing dimensions. I also tried setting the array values manually in code, and exporting that with asJson then loading it. It didn't work either.

  • I have a json with irregular dimensions in a 3d array, but the load function fails to populate the array.

    My json looks like this. What am I doing wrong?

    {'c2array':true,'size':[2,30,30],'data': [[[], [20, 17]],

    [

    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0],

    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0],

    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0],

    [0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0],

    [0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],

    [0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]

    ]}

  • Construct 2 allows multiple different animations for a single object (so I can have a generic NPC object and have lots of different people in it), so could it allow multiple TileMap costumes in the future? If that happens, it would be possible to build all levels in 1 layout by accessing a different tilemap costume for every level. It would increase code efficiency dramatically.

  • Problem Description

    Apps from Intel XDK cut off audio near the end

    Attach a Capx and Android apk

    https://www.dropbox.com/s/cdnzc1x24mfv3xv/AudioTest.crosswalk.arm.20150122221555.apk?dl=0

    Description of Capx

    Plays the audio file, waits 11 seconds (the audio file is 10 seconds) then changes a text to ""

    Steps to Reproduce Bug

    Just open the capx through Construct 2 and compare by installing the apk and opening it.

    Tested on Android 5.0 Lollipop and Windows 8.1

    Construct 2 Version ID

    r195 stable

  • volkiller730 I opened my old project, and XDK said it would upgrade the project to the new version. I made sure both the App ID and the package name were the same (SAOVR and com.zygorithm.saovr) and I used Crosswalk for both of them. And yet, it tells me "the app was not installed" unless I uninstall and install the new version from scratch.

  • After Intel XDK updated to the latest version (the one with all the Cordova related menus), now all my apps inexplicably request the SMS permission even though I never checked off anything related to SMS. Also, it won't install as an update to anything made with an older version of Intel XDK. Maybe it's because the apk has a different naming system. And yet somehow, it managed to retain the bug that cuts off playing audio after a few seconds.

    What should be done to ensure compatability with previous versions of apps built by older version of Intel XDK and how do I get rid of the SMS permission?

  • There's no action to set the axis state of both, x, or y, which makes it exceedingly difficult to make anything that snaps to one axis of movement upon starting but can move in both axes, just not simultaneously. Is this going to be added soon?

  • Let's say I hold a phone sideways like I'm watching a video. Does it calculate the compass angle based on the direction of the earpiece side, the home button side of the phone, or the way I'm facing (perpendicular to the length of the phone?).

    Also, what's the number system used? Does it go clockwise from 0 to 359.9999 or does it have negative degrees up to 180 and positive up to 180?

    I'm trying to make something move based on the direction of the phone and it's very perplexing.

  • Since it seems C2 checks all events on the event sheet every tick, would it reduce CPU and memory usage if I grouped various events under groups and only activated those groups in situations where they would apply? And would the gain be significant enough to be worth the time? I currently have 341 events at 67.3 mb memory use.

  • I'm making an app for some class project, but whenever the variable count reaches 29, the game inexplicably freezes and the whole Chrome tab crashes. And I'm sure it's related to the count variable. In the game, there are a few thresholds for count, including 12, 29, and 47, and if I change 29 to 30, it crashes on 30, and so on. Please help. I can't figure out what would make it crash the whole tab.

  • Imagine the phone is in landscape strapped to your head. Now imagine turning your head and getting the direction your head is facing in degrees. I can't figure out how to calculate that with the Alpha, Beta, and Gamma on the Touch plug in.

    I'm trying to make a very simple virtual reality demo, but I need the orientation sensor to work. How can I calculate the head direction?

  • I'm trying to make it so I can use 1 layout to fit all of my levels by having either a tilemap or image display the right "room" based on a variable for level. Tilemaps don't have different animations so I can't select the right tilemap set based on the level. And tilemaps require code to set every square. But I've heard it's more efficient than a big image. Is it better to have every single possible tile in the game in 1 tilemap and use a lot of code to set all the tile values for every level, or is it better to use a big background image sprite with different animations to set based on the level variable, or is it better just to have tons of layouts, or is there a different approach entirely that's best for grid scrollers with multiple rooms and levels?

  • I'm testing out the Cardboard virtual reality set and I'm trying to find a way to make two separate windows that don't really interact with each other. The problem is I have long images to scroll through and the overlap obscures part of the image for one side of the eye. Is there some kind of solution for VR?

  • Like Pokemon or Zelda, it's 2D but when you're "below" something in the grid, you're in front of it, but when you're "above" it, you're behind it.

    It seems impractical to create 20+ layers just for this. How would I make it so the above effect happens?