Kyatric's Recent Forum Activity

  • Azu : http://www.scirra.com/blog/44/on-html5-audio-formats-aac-and-ogg

    Check the compatibility table in the middle of the article.

    Tom : This, I already started to debate with ashley, is not totally true. I mean a piece of music that will go for several minutes will indeed be a heavy file. But a sound FX of about 0.1 to 0.3 sec can be under 20 ko. Compressing such a file won't reduce it's size (at least not with ogg or mp3 compression).

    So I guess, in the end, and depending on the way the browsers that support it implemented it (Ashley said the implementation of most formats in browsers was a pretty big issue) maybe it might be worth implementing wav in C2's audio plugin in the long term.

    Let's wait for Ash to come back fresh and renewed from his break ^^

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  • I'd say 2 points per new post, 1 point per comment (in construct/blog/tutorial parts).

    Each comment "plused" (+) also add to the reputation.

    Finaly I think providing a tutorial also adds to the reputation

  • Nothing is written in the stone as of yet ^^

    What I mean is that scirra hasn't released any definitive information concerning the license type that they will use. From what I remember from some of Ash's (or Tom's) posts, the free version shouldn't contain limitations towards the features of C2. They should propose "heavy" commercial license as well as an indy license with a much reasonable fee. (Again no definitive informations around, so all talk is opinion and speculation at the moment).

    Concerning the "should I move to C2" question, it is all about the type of project.

    Be aware that C2 is far less advanced than CC feature-wise and that developpement is steady, but the TODO-list is pretty long.

    Here are some points for your bag of considerations :D

  • HTML5 does. In fact the main question atm is about browser allowing accelerated canvas (as it is the browsers who are implementing the HTML5 specification, HTML5 by itself is nothing but a bunch of written documents establishing a standard).

    So atm I believe Firefox and IE9 only (info to be confirmed) have hardware accelerated canvas support. For the others browsers, it is a matter of time before they catch up.

    At the moment, browser games aren't as eye-candy as Construct's DirectX .EXEs

    But once again, as time will go by, we can bet that browsers will be more and more reliable.

    As for FPS consistancy, so far using Firefox 5 with my ATI Radeon HD 4800 I have had consistant 60 fps in every projects I've made/tested (Your C2 tests, a topic that slipped to page 2).

    For a little overview of HTML5 I'll link you to scirra's blog and their last article about HTML5.

  • Atm I'm mainly going with C2.

    What is pretty interesting is that pretty much everything that you learnt from CC can be used in C2.

  • As seen on another similar topic

    It is just a matter of time before tutorials for Construct will be accessible again.

    The best you can do, as of now, is to mess/play around with construct, and ask specific questions on the forum when you have one.

    Also welcome on the forum.

  • We have discussed a bit with psihrus about his problem and so when he tries to add the shadowcaster object to his layout that he has his problem.

    We tried to make him have dx 9 installed (he's in a seven OS) but he wasn't able to.

    So now, it's up to another good soul to help.

  • Hi differing, you can find a lot of informations about Construct (Classic) on its wiki.

    Any information on the wiki is aimed towards CC. All is maybe not up to date and tutorials are down, but you still can access infos like conditions, events, system expressions, etc...

  • It has a "heart of darkness" character look like :)

    The background seems a bit "empty"/redundant but the characters look pretty nice, as well as the FX.

    Nice GUI too (looks really pro).

    Hard to say more from 2 screenshots, but if you had the means to post a video (even a short one), I'd be happy to watch it and comment more.

  • Well the function random(x,y) returns decimal numbers.

    Ceil() rounds number up to an integer, floor() rounds number down to an integer and round() rounds to the nearest integer.

    For example:

    random(0,3) will return a decimal.

    round(random(0,3)) will return an integer.

  • The errors tell you that you are trying to create an object, but this object has no default instance (meaning, it doesn't even exist anywhere on your layout).

    And it is true. The sprite in the left corner with the other terrain sprites is nammed "Sprite5".

    In the right window, click the tab "Projects" and check the folder "Object". It has many more objects than it appears.

    Two solutions : either change the code when Map.CurValue is 1 to create a "Sprite5" object.

    Or (and advised) delete every unused object from the tab Project (including the object Sand), then rename Sprite5 to Sand and complete your code (the line at Map.CurValue = 1 should have disapeared). Simply select the line above (creating water) hold ctrl and drag/drop to copy it.

    This should do the trick.

  • Select a sub-event, right click and you can "Add sub-event". (or "Add blank sub-event")

    If you go for some "moving" of block in the sub-levels (if you know what I mean):

    Click on a block and keep your left button down.

    Move your cursor over the white part (stating the actual event) of an event block.

    A black line will appear with an arrow shape at one of its end under the event you're overing, meaning that releasing the left button will move the selected block as a sub-event of the overed event. (ouch, simple concept, hard to put in words ^^)

    Edit: Ninja'd

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Kyatric

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