Kyatric's Recent Forum Activity

  • To my knowledge you can't indeed have vector type variables. I suspect Ashley prevented this for performances reason (there's a paragraph about vectors in this article he wrote about JS performances/optimisation).

    You can probably use the "Function" plugin, write all your manipulation in it and "hide" the necessity to use several variables.

    You can also use array or dictionary to hold several values.

    I hope it helps.

  • Why not unity: it's a third part plugin.

    HTML5 does not require any plugin/download to work in a browser.

    Technology

    As for export in exe, awesomium or nodewebkit are probably a better fit anyway.

  • Captain: Well glad it works (and that I don't have to code anything into this, it's been so long, I don't know if I would be able to dive back into this behavior <img src="smileys/smiley1.gif" border="0" align="middle" />).

  • You can bump threads after 24 hours, that's the common netlabel in that case.

    It's better to keep it to one thread rather than spreading all over the forums for people who use the search function.

  • Example capx.

    Please stick to one thread, don't multiply the same questions over the forums.

    As you can see, it's not an "easy" one, you need to keep the UIDs of the sprites in some array or dictionary, helping this way to pick the correct sprite when removing ammo.

  • You need to read and apply framerate independence.

    It's strange that chrome displays more FPS than 60, have you changed something in the flags ?

    Browsers and C2 are supposed to be caped at 60 FPS.

    Anyway make sure to use dt everywhere it is possible (built in plugins/behaviors already use it), and your game should execute the same on every computers/devices.

    EDIT: People DTed me Oo

    Anyway, post your capx at worst, but it's a very strange behavior you're reporting that sounds more like an issue with your local Chrome browser.

  • Captain: could you post your capx ?

    I'll try to have a look at it and see if anything goes wrong.

  • Cool answer I'll be sure to remind it to you next time you post a question in the forums ^^

    More seriously though, there is a lot involved here.

    oneking there is the "mechanical part" (the expected result, according to available numbers or not) and the "GUI" part (the sprites moving around, sounds, etc...)

    Go through a few tutorials first, they will help you get the hang of C2 and how to realize some of the UI aspect/structure of a game. Tutorials like Create a memory match game or Asteroid in less than 100 events should give you experience on that level, making it easier for you to reproduce that game.

    I don't know exactly how chrisbrobs implemented the mechanics in it (is there some use of arrays or lists).

    Any insights Chris ?

    Nice production by the way, nice little maths game.

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  • I bought an Ainol Aurora II android tablet (ICS 4.0.3) a few months back.

    In the play store the tablet is (still) "marked" as not compatible with the application.

    Nevertheless sending the APK file linked on their website through dropbox and "manually" (simply executing it) installed it, I managed in having the cocoonLauncher in place and executing more than correctly.

    The tablet is pretty cheap and I haven't gone past launching Ludei's demos, but it does work and work pretty well.

  • Your "ScoreHard" is a local variable to the group "Hard".

    It means that because of the scope ("range") of local variable it can only be accessed from and only from within this group (to be displayed/modified).

    <img src="https://dl.dropbox.com/u/36472942/construct/forumhelp/LocalVariableScope.PNG" border="0">

    This code should work.

    I haven't tested it, your coding is far too much spread imo, you're using too much useless groups and too many event sheets (C2 isn't C++, try to keep your code organized in another way).

    Consult this manual entry as well as this and that thread (listed in the How do I FAQ).

  • Event 29 is tested and executed every tick when the "punch" animation is playing.

    Hard to say for sure without the capx, but I'd try setting the start of ignoring platform user input in the left click button event (25) and put the "stop ignoring" in the On animation "punch" finished (event 26).

    In logic, it would prevent any type of input of the player during the animation and wouldn't stack actions (that's pretty much what the "wait" action does as explained in this tutorial).

    This solution may not suit you but in that case you would need to give more precisions about the control system you're wanting to do exactly to see what solutions may be applied.

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Kyatric

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