tulamide's Recent Forum Activity

  • I know that I should keep some neutrality. On the other hand the voting will be done by the community, so...

    Beautiful, wonderful, atmospheric. That goes to both submissions, -Silver- Windwalker

    And the game is as cute as Blossom is. (I managed to beat -Silver- with a joy of 1286. She suffered most from a mean zombie - my only excuse is that I thought it was my cousin <img src="smileys/smiley36.gif" border="0" align="middle" /> )

    Wonderful work, guys! Thank you for participating!

  • my other question is : do you think that a web game such as those made w/ Construct 2 can handle all the sound clips of the voices acting ? I mean, what would be a good strategy ? If the full game weight is around 200 mo, is it a bad idea to consider it as an online app ?That's difficult to answer. Basically, all that matters is that the loading times are as short as possible. C2 does a lot to keep it short. For example, sounds are only loaded from the server when needed. But that also means, there is a delay the first time a sound is used (a delay between the action of a user and the start of the sound play). You can preload sounds, but preloading them all at once at start would make the loading of the game extremely slow (several minutes). The best compromise would be to preload sounds ahead of time, but only those that will be needed next. So you'd have to experiment at which point in your event sheets you'd use preloading orders.

    There's also another problem, that could get really nasty. All audio will be decompressed to RAM. A stereo audio uses about 10 MiB/min uncompressed. Your 200 MiB compressed audio data could well represent 1 or 2 GiB uncompressed in RAM.

    An alternative would be streaming audio, but C2 only streams files added to the 'music' folder. And of those you can only stream one at a time.

    You see, it's really hard to tell.

  • Edit: I was able to adjust some of the variables, and go it to work perfectly. Thanks! One question, why did you use n*360, why 360?To make it easier to think in logical units. 360? is one full circle. Easy said, sine describes the position of the y-ordinate of a point on the unit circle at any angle.

    So, 360? represent one full cycle (in the bird's case one full movement from center to the right to the left and back to center). Multiplying with dt means "one full cycle per second".

    Now you have a good base to precisely control the speed.

    If n=0.5 it's half a cycle per second (or one full cycle every two seconds)

    If n=2 it's 2 full cycles per second

    etc.

  • You can just do your own sine-based movement. You need a variable (here 'sinangle'). Set it to 0 initially.

    Calculate the center of the movement. Let's say x=200, while the total width of the movement is 300, for this example. The radius is half of the width = 150.

    every tick -> add n*360*dt to sinangle

    bird -> set x to 200 + sin(sinangle) * 150

    that will make it fly back and forth from 50 to 350. You have to experiment with n, it is the speed factor.

    Now that it runs, check sin(sinangle) for being close to +1 or -1. If it is +1 (or close to, might not exactly hit 1) the movement to the right is at its climax and will now turn to the left. If it's -1 exactly the other way round. Remember to use 'once while true' for those comparisons. That's all.

  • DrGreenThumbCAN

    It is intended to end the event on Monday, 23 September. I can't give a more exact time, as the closing of the 'creations' thread has to be done by moderators. I will ask them as late as possible to close on Monday.

  • Windwalker

    That sounds promising! And it feels good that you like her <img src="smileys/smiley2.gif" border="0" align="middle" />

  • jayderyu

    Thank you very much! It's a relief that I can do it this way. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I also thought about it, but system save introduces other issues with this app that I would like to avoid.

    I'll wait a while if someone has already worked with JSON, Ajax and web storage in a similar way and can confirm, else I'll do some experiments.

  • I would like to have a confirmation on this before I build something that goes the wrong direction.

    Scenario:

    An app needs a lot of initial values for various items. But those values will change depending on the user's actions. When leaving the app and later return, the last state of the values should be restored rather than the initial one's.

    My logic:

    I save a dictionary with the initial values as a JSON file and import it as a project file. On start of layout that JSON file is requested using Ajax.Request(project file) and then loaded via Dictionary.Load(Ajax.LastData)

    When user changes values I store the dictionary's JSON string as a value to a key in web storage.

    Next time the user starts the app, an on-start-of-layout-event checks if the key exists in web storage via local-key-exists-condition. If true I load the key's value to the dictionary via dictionary.Load(webstorage.localvalue(key))

    Can anyone confirm that this is correct (without spending hours on testing it, just based on experience)? Is there a simpler way?

  • Good news: The badges are there. Five statements to choose from (blurred in this small preview to not spoil the fun).

    <img src="https://dl.dropboxusercontent.com/u/11182740/C2/images/blossom_badge_demo.png" border="0" />

    Now, if this isn't reason to participate... <img src="smileys/smiley4.gif" border="0" align="middle" />

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  • I'm not a moderator, but I'd say, stop this now. There's no need for both sides to get personal or insulting!

  • [day 1] Still not sure where I'm going with this, but I made something:

    <img src="https://dl.dropboxusercontent.com/u/3954039/Temp/record07.gif" border="0" />

    <font color=#aaa>(sorry for crappy gif)</font>Wow, impressive already! Especially when imagining the song accompanying, there's atmosphere with immediate effect.

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tulamide

Member since 11 Sep, 2009

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