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  • - that was a spam post.

  • eyeliner - probably best not to get quite so riled up, but you have a point.

    JonnyBritish - why is your question about US developers only?

    My main concern is about performance. The technologies to improve performance on mobiles, like appmobi's directcanvas and cocoonjs only seem to have announced support for iOS and android. I want to make a mobile game, but the type of game I want to make will probably need the performance benefits they provide, as too low of a frame rate and it's simply too unresponsive. I've tried playing on iOS and android devices without them, and the framerate simply isn't high enough. I haven't had access to a win7 phone to try it, though.

    If the performance is there, then yes I would be interested in win7 phones as a platform. Otherwise, I'm not so sure.

    Thanks for reaching out to the community!

  • I can confirm it still happens on preview, though I couldn't get it to happen after export. Even on preview though, it's less pronounced than it was, but it's still there, though getting it to happen is different.

    http://www.amirai.net/bugs/keyboardbug/

    http://www.amirai.net/bugs/keyboardbug.zip

    The exported version above shows it not happening. Open the .capx, preview, click and drag from the layout area up to chrome's address bar, then let go. The black background should now be blue. Press and hold a direction arrow. Without letting go of it, perform the same action with the mouse, clicking the layout and dragging it to the address bar, and before letting go of the mouse, let go of the direction arrow. The square will keep moving.

    I got it to happen once without 'selecting' the page first, but I don't know how.

  • The main place I used it in CC was checking something like "if there are no instances of an enemy with hp greater than 0."

    I couldn't use "is enemy hp equal 0" because that would run if there were any with 0 hp, rather than all of them. I could have used loops and such to check as well, but else was a lot simpler.

  • This might have something to do with triggered events running out of sequence with the rest of the event sheet. So if you click, construct puts all other events on hold and runs the 'on clicked' events. This can cause different behavior depending on if you click before or after other events have been run. A possible workaround is using 'mouse button is down' and trigger once.

  • Yeah, makes sense. I'm leaning towards option 1 at the moment then as well.

    I do hope you'll consider the 'invert picked' condition I suggested though - I still think that way we can have both options functionally, and it's not actually two elses.

  • Actually, come to think of it - an 'invert picked' condition would basically be an else if placed as a subevent, wouldn't it? Maybe THAT could be option 2 and else could be simply "run if above event did not run." Then we can have both!

    Edit: Er... except it wouldn't work like an else if the parent event didn't run. Hmm.

    Edit 2: Okay, if you combine a "last event did not run" with a copy of the condition of the above event with a 'invert picked' that could work.

  • If YOU'RE having difficulty following what's going on in parts of what you wrote, not to mention I am too and I've been using construct for about 5 years, I think it's not a good idea! Construct is supposed to be intuitive and simple, and I think else should be that way as well.

    Another problem with option 2 - what instances would it select the inverse of?

    • Sprite x < 100
    • - Sprite2 x < 100
    • - Else

    Would it invert the selection of all objects that have any selected instances? It just seems... messy and hard to control somehow.

    What if, for another option, there were more controls like the 'pick all' condition? Something like 'invert picked' and then an object selection box so people had more control manually?

    I understand why you don't want to have multiple elses or multiple else modes, but I personally would want it to work like this:

    Have a parameter drop-down menu (or two elses) so you could select between "run only if the above event doesn't run" and "run anyway" - neither of which do any picking, and then are combined with the 'invert picked' condition above. It's as simple and flexible as I can think of.

  • JohnnySix - the +/- keys skip between frames.

  • I'm afraid I'm not quite sure what you're trying to do. Do you want the sprite's width to match the browser's width while keeping the sprite's ratio? And is that regardless of the window aspect ratio and the scale mode zooming or not?

    I'm not sure if it will help, but in scale mode, the zoom is dependent on the window height - you can resize the browser to see that the window width doesn't have anything to do with the zoom level.

  • I think this has to do with the 'repasting' of triggered events. On export, as far as I understand it, having a triggered condition in a subevent causes the event to get moved to the end of the event sheet with all the preceeding conditions of the parent events pasted in. As such, I think the local variable isn't getting pasted with it.

    Ashley - what do you think?

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  • I would think more event sheet features would be useful to more people than multiplayer, so perhaps should be prioritized.

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