tulamide's Recent Forum Activity

  • Errr..wouldn't random(22)+1 only give you 21 of your frames?

    random starts at zero meaning random(22)+1 is numbers,1-21.

    also adding random int to ensure you get random whole numbers may be an idea,as not sure if not,getting a whole number would stop a frame change?.....but it may.

    No, random(22)+1 will return 1-22

    -> random(22) returns 0-21, 1 added results in 1-22

    Also, random returns the same type that you pass. (I already explained it in another thread). If you pass a whole number then the return value is also an integer, if you pass a float, the return value will also be a float.

  • Layer inheritance is a fragile thing. The way it works quite good (and how it worked in your cap, too, when I tested it) is:

    1) Create a new layout (no copy of an existing one, but with the same dimensions than the one where you want to inherit the layer)

    2) Create a new layer (and name it)

    3) Create unique objects on that layer (not re-using global objects or copies of objects from other layouts)

    4) Only after being finished with the above points, set a layer in another layout to inherit the new one.

  • Wouldn't that require having to make copies of the same sprite for each of the letters? I've actually had an idea similar to that, but it sounds like it'd be both annoying and inefficient as well considering that there'd be a lot of small sprites in the layout at once (though I'm not sure if SpriteFont is particularly efficient either).That's exactly what SpriteFont does too. The only difference is, that the C++-Code may be executed a few milliseconds quicker than events. So, if you don't have any framerate problems using SpriteFont, you also won't have them using clones of a "letter sprite". It's just a bit painful knowing that one has to recreate all the work that lucid already did for us.

  • The bullet's hotspot wasn't centered, but way off. Just center it, and it should work.

  • When working with anything 3D, it is always a good idea to use power-of-two textures.

    Redo the textures for power-of-two sizes. By just quickly cropping the top face to 32x32, there was no such problem anymore.

  • From what I see, the names of the globals are causing the problem. You need to use the global-tag:

    global('GMoteForest1-1') + global('GMoteForest1-2'), etc.

    But there might also be a problem with the naming itself. Try to abandon the dash, use something like

    global('GMoteForest1_1')

    Hope it helps <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi matcon, here's for a random integer (whole number): int(random(10))xeb@Jayjay

    It doesn't hurt to do it that way, but it isn't needed. CC automatically returns a number based on the input. When using an integer the return value will be an integer also, when using a float the return value will be a float.

    random(10) will return an integer in the range [0, 9] -> 0, 1, 2, ..., 8, 9

    random(10.0) will return a float -> 0.015, 3.4127843, 7.1095284, etc.

    <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • I can't provide examples, because I'm not at home (so please excuse, if the names may not be 100% correct), but...

    1) Display width and height describe the size of the visible area of the game's screen

    2) Window.Width and .Height describe the total size of the window used to display the game (meaning: including the caption bar/borders)

    3) Window.ClientWidth and .ClientHeight describe the size of the area, where the game is displayed, without caption bar/borders

    Try making your UI non-scrollable/non-zoomable and use [0, 0] to [DisplayWidth, DisplayHeight] for positioning.

  • The best and most reliable way of working with CC's picture editor is to paint your sprite images including transparencies with your preferred external graphics application, save the results to disk as .png (incl. transparencies) and then import them in CC's picture editor (Second icon in the top row).

    I assume this is also what MrMiller meant.

  • Thanks to ROJOhound and his tips I now will work on a cap that may work around the bug, while still keeping the comfort of the physics behavior. Hopefully the next test will show that it works well <img src="smileys/smiley2.gif" border="0" align="middle" />

  • If you disable the behavior all parameters are pending. They stay at their last value. Instead of setting the gravity strength to 0, you could try to change the state of the player object by changing its components of motion (probably to 0, found as actions under the movement tag). But I didn't test this.

  • Can you make it so the window size is smaller (my max is 1280x900), or move the text objects to the top/left of the layout so they can be read.I'll do so. The reason for that specific size was that the issue is related to some kind of ratio between window size, parameter settings of the physics object, the number of physics objects and another aspect. I'll try to find a ratio for a smaller size (meaning, find the point at which it starts to fail)

    Anyhoo, I changed the window size to 800x600 and all I can read is the "Max Sprite Particles" text. It seems to run fine until it reaches about 1600 and after that the window is not very responsive until it reads about 1700 at which point it crashes to the desktop.That's exactly the bug I'm after. I would have guessed that my cpu is a bit more powerful, cause it happens to me starting at ~2300 in 1600x900 resolution. And indeed it is. (It would be a relief, if the window size could be eliminated from the possible issues affecting this behavior)

    Can you give me more of an idea of what the test does? One bug that causes a crash with the physics behavior that has to be worked around is you can only create a certain number (255) of physics objects per tick. It's an arbitrary limit built into the box2d library. If you create any more than 255 physics objects per tick your game will crash to the desktop, so you have to come up with a way to spread the creation over multiple ticks. I knew about this issue, but the problem here is another one. The objects are created over time, not more than 3 per tick. I'll send you a pm with details <img src="smileys/smiley1.gif" border="0" align="middle" />

    -Happy bug hunting. Thank you <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" />

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tulamide

Member since 11 Sep, 2009

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