Kyatric's Recent Forum Activity

  • Seeing your capx I don't understand what the problem is.

    I don't experiment a size decrease (and nowhere in the code is there such a thing anyway).

    Also it doesn't seem to stop in midair.

    Tested in chrome 16 and firefox 9.0.1.

    Could you please give more informations/details.

    Or maybe is it not the current capx you're experiencing trouble with ?

  • Hard to tell without a capx.

  • Whatever instance variable you feel like saving

  • C2 r76 64bits; Intel Core i5-2500K GHz (x4), 8 Go DDR3, NVIDIA GeForce GTX 560 Ti (driver 285.62), Win 7 Pro SP1

    Firefox 9.0.1; Chrome 16.0.912.63 m

    Repro capx

    Apparently, only the collision polygon of the first animation frame seems to be taken into account when physic is involved (click the button to cycle through the animations frames)

    Click sprite2 to spawn a ball

    Right click a ball to delete it (automaticly destroys outside of layout)

    Expected behavior: Each animation frame collision polygon is taken into account when the animation frame is changed

    Happening: Only the first animation frame's collision polygon is used.

    You can switch the order of the animation frames to check and confirm.

  • This is not a bug.

    When your mouse is over gotadagua, it is not over novojogo. So in the end it appears like the cursor isn't changed.

    Make a blank event (every tick) at first where you set the mouse to normal and keep the "mouse over" events.

    This way the cursor will be set to normal, unless it is over some object.

  • So first thing you're doing wrong : your file host ^^

    Really, prefer using dropbox, so that the users don't have 5 click and a captcha to answer, this is just bad.

    Then, you should use instances rather than showing/hiding your gui elements as you go by.

    For now you have three, but I bet you're aiming for "a big game" and you'll end up drown in thousands of such objects.

    Rather than Next, Next1, Next2, etc... use a single object and private instances to see where you're at.

    There are several dialog systems in the how do I FAQ

    dialog system with answers - LINK

    Visual Novel/Dialogues example - LINK

    I strongly suggest to check them out and find a way to implement/adapt them in your own game.

    It's not an easy task, but dialogs are a complex subject.

    Good luck <img src="smileys/smiley1.gif" border="0" align="middle">

    Edit: also I forgot, the current problem is because when you use the condition "click on Next" the click occurs when the mouse button is down.

    This makes the second sentence appear, but as you're still "clicking" for C2, it jumps to the third, and the next one...

    Checking the examples will allow you to wait for the user's action before displaying one sentence or another.

  • To a website it is rather AJAX.

    Check the how do I FAQ there are several example listed in the section AJAX that should answer your question.

  • Xavier: the most recent version is the r76 (that already fixed some bugs about the families, not yet the families behavior).

    It would be a good thing to update your version.

  • Paint.net ?

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  • Cross_: It's not exactly the blockbuddies but SpriteAttack had mentionned tutorials for inkscape he wrote.

    I remember having checked his blog and learnt a lot.

    I also was blown away by how easy he made making awesome sprites look <img src="smileys/smiley1.gif" border="0" align="middle">

  • Short answer: yes working in team is implemented ^^

    For a more elaborate answer: the saved project format is either a single .capx or a folder with a main .caproj file.

    A capx is a zipped "caproj folder".

    So working as a team with a tool like SVN or even dropbox, you can:

    In the case of dropbox: Share the folder between all members of the team. The shared folder is the project folder, meaning that any modification on it is automaticly broadcasted to all the users.

    This means indeed that if you modify the project and save, it gets updated in all members folder.

    This also means that any member of the team modifying the project will automaticly modify the project for anyone.

    But beware, there's no option in C2 that allows to "refresh" the code. You have to close and open again the project to use the "last modified version".

    SVN (or SubVersion depending on the version) is a tool specificaly made for team to share source code.

    It allows for revisioning and an easier way to manage the handling of modifications on each files.

    Tbh, I only toyed with it, alone to see what it was about and it sound pretty powerful.

    But I guess your team and yourself have to find your own way to integrate this tool to your workflow.

    SVN is advised as files in the folder of a C2 project are mostly .XML/text files (that SVN can very well handle and is designed for. Actualy I'm pretty sure it can even be useful for graphics and any ressource files, keeping the previous versions of the files in need).

    This allow a member of your team to work on a specific event sheet (an included one for example) while you're working on another one, and another member works on a layout, etc...

    And when each one of the members save their work, SVN automaticly "merges" all the files into a single common folder.

    And if a modification ****** you can always go back to a previous version of the file.

    To me, it sounds like a solid option, and something CC couldn't provide.

    C2 has been designed with team collaboration in mind.

    Edit: and for preview on LAN, be sure to check the tutorial out.

    I'm pretty sure it would fit well for your team too, once again imo, once you figured how to use it in your worflow.

  • I guess you guys will bring quite a bunch of new users to C2 by monday <img src="smileys/smiley4.gif" border="0" align="middle" />

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Kyatric

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