Kyatric's Recent Forum Activity

  • The example was impressively slow for me in chrome. There's quite a delay between the time you place the cursor above a button, and the time the hover image actualy display. Even once the image was downloaded, it kept on being slow.

    Also, still in the example and both in Chrome and Firefox I didn't see the image change on click (like a pushed down image).

    The image apparently just go back to the normal image as not being hovered. Is that the example that is coded like that ("missing" clicked image) or is it another trouble ?

    FF12 and chrome 18 up to date.

  • Xavier: Most should be compatible, as long as they don't use specificities to desktop browsers or that phonegap and such can't deal with.

    Their code is minified inside the C2runtime.js exported file.

  • I'd also point Vista out in that case.

    In the bugs section, some of the weirdest bugs reported were under this OS.

    The problem after is I don't know how well win7 would perform on your GF's laptop but OS-wise, that's the OS I'd recommand to comfortably play HTML5 games.

  • Update your graphic card drivers.

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  • yes because of the property "Set mouse input" of the touch object.

    Check the manual and the how do I FAQ (as usual).

  • Capx

  • A little reorganising in your code, remembering that arrays are 0-based (they don't start at 1 but at 0), some fixing and here is :

    The capx

    So the reloading, instead of occuring each frames is set in a group that is activated only one second after a shoot.

    Your present code is a bit strange though, since you have potentialy 20 canons, and only use 6 of them, hard-"encoded".

    Anyway, I hope it helps you.

  • C2 r88 64bits; Intel Core i5-2500K GHz (x4), 8 Go DDR3, NVIDIA GeForce GTX 560 Ti (driver 296.10), Win 7 Pro SP1

    Firefox 12.0; Chrome 18.0.1025.168 m

    Capx

    There seem to be a problem with the "platform has wall" condition in this specific setup.

    I first used a "or" block has currently in the demo capx. (event 5)

    The intended logic here is that if the char sprite is either out of screen or faces a wall on its right, it's considered dead and after a 1 second wait "resets"

    Obviously, this doesn't work as intended with event 5. Death is instant and continuous.

    The first one is "normal" I guess, I did not "bullet proofed" the state system (a spawning character shouldn't die either, even if not on screen).

    But the following/continuous deaths are rather strange.

    Disable event 5 and enable event 6 and 7.

    This is closer to the expected behavior, but on chrome and FF, the sprite will randomly "block" in the right solid Sprite but not be considered dead. Like if the "has wall" condition did not trigger.

    On FF, clicking out of the browser seem to "help" getting the event fired. On chrome, it doesn't seem to have much effect.

    At first I thought it was a problem with "OR", but it sounds like the platform behavior might be responsible.

    Or maybe I'm missing something. Anyway, report is done, let me know your opinion on the issue.

  • Gillis: This is a very old thread.

    Arrays now have the global property.

    Be sure to create the original instance on the first layout you will visit, set the "Global" property to yes and from there your array is accessible from any layout.

  • Behavior - Inject Text on Sprite by Pode added to the plugin recap.

  • Quick tiling from the "how do I FAQ" section "Tiling/Grid" ?

    When you want to display the red square, position it on top of the tower.

  • For buttons, prefer using the "On clicked" condition in the button object directly.

    Example capx (based on yours).

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Kyatric

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