0plus1's Recent Forum Activity

  • I'm playing with construct2 and an iphone4 to test performance (I will post results if I'll be able to do it right).

    The problem is that I'm really tired of compiling->dropobox->iphone browser. Is there any way to test directly from the testing server (is that what it is?)?

    So the question may be, is there any way to bind the testing server to an ip?

    default: localhost/preview.html

    I want: 192.168.1.33/preview.html

    If not can I configure the testing to happen on an apache server?

    If not, how do you guys test on your phones?

    Thanks

  • I haven't thought about that. Thanks!

  • I was trying to make a game in the vein of marble madness, I wanted to have physics on the ball, but I can't do it, is possibile to have gravity from a bird's eye (top down?) perspective?

    If so how?

    If not are there workaround?

    Thanks

  • yes, I could write my own debugger, this applys to each and every language. I could create a text object and dump there all my hundred of variable, I still couldn't debug properly and run my instructions (inside contruct) step by step. The problem is that construct is not a language, is a pseudo language that gets interpreted in js, for this reason is really hard to debug without proper INTERNAL tools. The old construct had some tools to help the debug process, I don't see why construct2 shouldn't.

  • Hi, after reading all of your replies and especially the one coming from Ashley. I think that construct2 has the potential to become the BEST html5 engine, code or no code, it just need to open up to its full potential.

    I don't want to rely on firebug because then I would get a trace of the inner workings of construct, not of my "code" if I have to delve deeply in the recess of construct2 code I'm better off learning to code in a "real" html5 framework. At this point I would really settle off for a console.log(allmyvars);.

    All the discussion on UID kinda make my point more valid. It's imperative to be able to access an object clearly after it has instanced, I don't care if UID changes, that is normal, what is not normal is that currently is a hit/miss thing.

    There should also be a more clear way of understanding the flow and precedence of construct, I have often to rely on instancing an insane amount of variable like object_position_X,object_position_X1,object_position_X2, etc because sometimes var are overridden during complex instruction in an unpredictable way. This could be achieved simply by having groups behave like real functions, like

    start group (passing variables)

    do what the group does

    return something

    deactivate the group automatically

    Right now is kinda possible to do this, but it involves a check (is group active) and a consequent manual deactivation after the group does it's thing and when you have 10-20 groups it gets confusing and unpredictable.

    Take a look at this: dl.dropbox.com/u/23551572/C2/destroyByUID.capx

    (from this thread: scirra.com/forum/topic46461.html).

    After working on this for several days (to expand my game) I found out that the whole isSelected bit is not completely reliable, I added tons of new event inside that bit and I started noticing a delay between the destroying of the first and second card, I presume because sometimes it misses the isSelected bit, goes back to the beginning and starts over, resulting in a bit of delay, this is a big issue because we have no instruments to check the precedence of instruction and the flow of construct.

    Since I bought this product I've seen only updates that add even more "click and play" features (like jump through platform) and none that addresses the real issues, and I fear that if this is the road you are taking serious projects will never see the light of the day.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello,

    I follow you guys from construct classic. I think that you really know what you're doing, construct2 games are really fast and optimized, still I'm considering switching to a "real" js engine (like impact).

    I'll still be using construct2 for fun and small projects, sadly at the state in my humble opinion construct2 is no more than a click and play style product, not suitable for a "real" game. And it's a shame because the code it produce is lightning fast.

    So far I found 2 critical problems with construct2.

    1) Lack of debug. It' s impossible to keep track of what is happening in a complex project. I don't need nothing fancy, even something basic with all the var dump would be helpful.

    2) Lack of clear references to ojbects id. I can pick an instance with a UID, but only from an event. What if inside an event I want to apply actions to one instance then switch to another? I understand that I could do it by creating "hacks" (setting global and local variables or object varibales and then checking them) but this gets really confusing and with the lack of a debugger almost impossible to track on large scale projects.

    I hope this ends up in a constructive (no pun intended) conversation. I would love to hear other opinions.

  • Another question, the same capx file applies.

    In the cardsDeal group. If I wanted to avoid the "dealing" of face cards, how should I do it?

    I tried adding these conditions:

    (RandomArray.At(cardsCounter) % 13)+1 != 11

    (RandomArray.At(cardsCounter) % 13)+1 != 12

    (RandomArray.At(cardsCounter) % 13)+1 != 13

    On top of the loop but it doesn't work at all, it just stops as soon as the system finds a face value.

    Also.. is it possible to test variable with || (OR) or %% (AND)?

    Also, is possible to set/unset specific values at a specific index of the array?

    For example I have a random array of 52, I already used the number 10 and I unset it, resulting in an array of 51 elements.

    Thanks

  • Thanks to everybody I learned a lot from each of you.

    I ended up using Yann "code".

  • Please somebody help.. I'm about to cry.

    Here's the capx dl.dropbox.com/u/1606950/test.capx

    (Requires random array plugin)

    Why, why can't I delete the picked card instance... <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Put your html here:

    <div id="no-chrome" style="display:none">

              YOUR BROWSER IS NOT CHROME

         </div>

  • This si the index.html that construct generates, open it and change everything to this:

    <!DOCTYPE html>

    <html manifest="offline.appcache">

    <head>

        <meta charset="UTF-8" />

         

         <!-- This ensures the canvas works on IE9+. Don't remove it! -->

         <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=IE8" />

         

         <title>Test</title>

         <!-- Note: running this exported project from disk may not work exactly like preview, since browsers block some features on the file:// protocol. Once you've uploaded it to a server, it should work OK. -->

         

        <!-- This outlines the canvas with a black border. -->

         <style type="text/css">

              canvas { border: 1px solid black; }

         </style>

    </head>

    <body>

         <div id="fb-root"></div>

         <div style="text-align: center;" id="canvas-container">

            <!-- The canvas the project will render to. If you change its ID, don't forget to change the

            ID the runtime looks for in the jQuery ready event (above). -->

              <canvas id="c2canvas" width="640" height="480" oncontextmenu="return false;" onselectstart="return false;">

                <!-- This text is displayed if the visitor's browser does not support HTML5.

                You can change it, but it is a good idea to link to a description of a browser

                and provide some links to download some popular HTML5-compatible browsers. -->

                   Your browser does not appear to support HTML5. Try upgrading your browser to the latest version. <a href="http://www.whatbrowser.org">What is a browser?</a>

                   <br/><br/><a href="http://www.microsoft.com/windows/internet-explorer/default.aspx">Microsoft Internet Explorer</a><br/>

                   <a href="http://www.mozilla.com/firefox/">Mozilla Firefox</a><br/>

                   <a href="http://www.google.com/chrome/">Google Chrome</a><br/>

                   <a href="http://www.apple.com/safari/download/">Apple Safari</a><br/>

                   <a href="http://www.google.com/chromeframe">Google Chrome Frame for Internet Explorer</a><br/>

              </canvas>

        </div>

         

         <div id="no-chrome" style="display:none">

              YOUR BROWSER IS NOT CHROME

         </div>

         <!-- Pages load faster with scripts at the bottom -->

         

         <!-- Construct 2 exported games require jQuery. To save bandwidth, by default

         this is set to grab it off the Google content delivery network (CDN). Fall back to local if not available. -->

         <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.6.3/jquery.min.js"></script>

         <script>window.jQuery || document.write("<script src='jquery-1.6.3.min.js'>\x3C/script>")</script>

         

        <!-- The runtime script. You can rename it, but don't forget to rename the reference here as well.

        This file will have been minified and obfuscated if you enabled "Minify script" during export. -->

         <script src="c2runtime.js"></script>

        <script>

            // Start the Construct 2 project running on window load.

            jQuery(document).ready(function ()

            {

                   var userAgent = navigator.userAgent.toLowerCase();

                   $.browser.chrome = /chrome/.test(navigator.userAgent.toLowerCase());

                if($.browser.chrome){

                        // Create new runtime using the c2canvas

                        cr.createRuntime("c2canvas");

                      //INITIALIZE CONSTRUCT

                   } else {

                      $("#no-chrome").show();

                      $("#canvas-container").hide();

                   }

            });

        </script>

    </body>

    </html>

  • I would do it with a bit of javascript and css.

    This is the javascript part, then you could make a not chrome div in the html and show it.

    var userAgent = navigator.userAgent.toLowerCase();

    $.browser.chrome = /chrome/.test(navigator.userAgent.toLowerCase());

    // Is this a version of Chrome?

    if($.browser.chrome){

       //INITIALIZE CONSTRUCT

    } else {

       $("#div-nochrome").show();

    }

0plus1's avatar

0plus1

Member since 29 Dec, 2010

None one is following 0plus1 yet!

Connect with 0plus1

Trophy Case

  • 13-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

18/44
How to earn trophies