Arima's Recent Forum Activity

  • 21,000?? Wow, I thought I had a lot with 11,000 for loot pursuit. o_O I know it's off topic for the bug, but I'm also quite curious about what you're making that requires so many events.

  • It's a good point and it's something I've thought about possibly doing for my games, allowing the player to skip parts if they want to, as it seems to make sense. What if a player is simply not able to get past a certain area? Why not let the player skip it and continue enjoying the rest of the game? Perhaps that would reduce the problem of people quitting a game partway through so often.

    Of course, part of gaming is about the challenge. Where's the challenge if they can just skip ahead? That makes the challenges voluntary. Well, truthfully, the challenges are voluntary anyway - the player doesn't have to play the game at all.

    Then there's an increasing segment of gamers who don't want to play for challenge. Some play for other reasons, such as to relax, or play for the story. Why deny them the game if that's how they want to play it?

    One of the great things about games is people can play them how they want to. Want to take time exploring? Want to speed run and see how fast you can complete the game? Want to use a tool and advance the game frame by frame to find out the utterly fastest way through a game possible, even if no human could manage it? People do that too.

    Also, what if the player wants to replay a part of a game, but doesn't have a save there? Then they could just skip ahead to it. That could solve the problem of having to replay an entire game just to see what would happen if you played a specific sequence differently. In games with multiple endings and such, it's unreasonable to ask the player to replay the whole game to see the different content.

    How to do design it though could be a bit tricky. In one of the new Mario games the it gives the option for the game to start playing itself to get past the level, but you don't get a 'real' star for 'beating' the level that way. Autoplaying could be difficult to implement in some games, though, so a simpler 'skip to the next level' feature would be easier.

    There are other methods to make it easier to progress of course, like giving the player a power up or reducing the difficulty dynamically rather than skipping a section outright as well. I think I'm probably going to implement multiple methods of dynamic difficulty reduction as well as possibly let the player outright skip sections too. Probably not in loot pursuit, but perhaps for another game.

  • Scirra's currently moving to a new server, they'll get the kinks ironed out.

  • Yup, that was me asking that question. Doesn't solve anything for xp users, but good to know for vista users.

  • I just did a bunch of testing to determine the source of a stuttering problem as well, the solution for me was to turn on windows aero, as with it off, Windows's window manager was not hardware accelerated. However, that was a solution for vista, and I don't think it applies to windows 7, but you might want to give it a try if it's not on already.

    Another solution I had quite a while ago was to update my graphics card drivers, which is always worth trying.

  • It's possible you've run into a problem I just discovered - in come circumstances, windows's window manager can run in software rather than hardware accelerated mode. I was getting a consistent stuttering framerate with applications running in windowed mode or as a fullscreen borderless window (which is the method chrome/node webkit uses - true full screen applications like construct classic uses were unaffected), and discovered that the reason for it was because on vista, if you're not using aero, then the window manager is not hardware accelerated. As soon as I turned aero back on, I'm getting a smooth 60 fps with a dropped frame only once every 30 seconds or so. If you're on XP, then I'm not sure there's anything you can do about it, as I don't think it has any options for a hardware accelerated window manager. Windows 7 doesn't have the stuttering problem even if aero is turned off.

  • That's a misconception about all games needing to be free on the ouya due to some somewhat unclear communication during the reveal. All ouya games require SOME free content, such as a demo. The entire games do not need to be free.

  • I've read some people saying that ludei has plans to support the ouya, though I haven't seen an official announcement about that myself. It would be nice if they had an extension system so people could add support for gamestick, nvidia shield, etc.

  • Yeah, seconded - I've been especially missing pick by comparison for a while.

  • That is explained in detail in the for each tutorial.

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  • Ashley - It didn't work as well as I thought it would. Example:

    On left click or touch start

    • set sprite position to touch.x touch.y

    If I left click, it places the sprite at 0, 0. This puts me back in the same position of needing two sets of code for the mouse and touch plugins.

  • Found out what was causing the problem - I forgot to turn off 'use mouse input' in the touch properties, so the or block was running twice. Turning it off made it work properly. Should I file a bug report for that? It seems kind of logical now that I think about it, since the mouse and touch plugins were both registering the mouse click. At least it was simple.

    So yeah, I guess using an or block is fine, and my request is unnessecary. Sorry for the trouble and thanks for the help!

    I have no idea where I got the idea that subevents couldn't be used under or blocks though... Maybe misremembering something about how picking works when there are two conditions for the same object in an or block. :/

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Arima

Member since 11 Jun, 2007

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