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  • A behavior could do that as well, like the bullet behavior.

  • Thanks, no prob. :)

    As for a place to put the topic, not really - you can just edit the title if you want.

  • Because of their directcanvas technology - the stuff that accelerates rendering, physics, and improves audio, which phonegap doesn't have.

  • for each bullet

    enemy: is UID equal to bullet('uid')

    • set angle of bullet to position: enemy.x, enemy.y
  • I'm not sure about most of your questions, but you might want to try Appmobi. They claim using it significantly increases rendering speed, physics calculations and has multi channel audio. I haven't used it though, so I'm not sure about how easy it is to use.

  • Has anyone tried Appmobi? http://www.appmobi.com/?q=node/167

    They claim using it significantly increases rendering speed, physics calculations and has multi channel audio. This could solve most of the problems deploying HTML5 games on iOS.

    Does anyone know if games made with C2 need to be modified after export to take advantage of this? Could it be built in to C2 like phonegap?

  • You can store the UID of the enemy as a variable in the bullet, then aim the bullet at the enemy with the right UID.

  • Ragtime - You're not the only one who would use it, I want that feature too.

  • I understand your frustration. Frustration is a big part of game development however, and you're going to have to learn to keep your cool, because it happens often. Encountering bugs in tools is something that even professional game developers have to deal with using pro middleware that costs thousands and thousands of dollars (I've heard them talk about it). Ashley is extremely responsive in fixing the bugs. Some of those pro companies making middleware I've heard talked about aren't, leaving the game developers with no recourse but to try to work around it somehow.

    What if it is a bug in your events and not C2? Should Ashley spend all that time fixing the bugs in their users projects? Especially if that bug is complex, in a complex game. I had a weird bug that took me months to fix in my RPG. It seemed to make no sense, but I eventually figured out what it was doing. It's unreasonable to ask Ashley to dig through thousands of lines of code to find bugs that might not be bugs in construct.

    It shouldn't take that long to strip it down to the bare essentials of what causes the bug, because you coded it and you know what does what. You can delete an entire half of the code in one shot and run it for example, if it's still there than you know what half of the code the bug is in. Considering the mountain of work that goes into game development, it's not that much work to do. And besides, think of all the time that they're saving you making C2 so you don't have to code your game from scratch yourself!

  • Doesn't matter. Using an .ini might make it easier to edit. Basically, whatever's better for your workflow.

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  • Ashley - Not to mention, would it invert all instances of all types picked? That seems potentially very confusing and difficult to control. Personally, I wouldn't want it to work that way at all.

    Maybe another possibility is a 'invert picked instances' condition, and then a pick an object to invert, like the pick all condition? It seems like this would allow more control, as it could be done on a per object basis, and would be simpler to understand.

  • Ashley

    That makes sense, but there's one situation in particular that gets kind of clunky without it, checking if no objects have a variable equaling something. I could do a for each and add 1 to a variable if true, and then check the variable... it just seems clunky in comparison, though.

    Maybe it could have 'invert picking' or 'don't invert picking' as a parameter like the function object has in CC?

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Arima

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