aridale's Recent Forum Activity

  • I might join this time. I tried for 23 but way over complicated my idea and didnt get any where NEAR finished in time

  • create a disabled group and put all the display events for your dialog box there and then set the text to be displayed to a var you can reuse each time then set that var to what you want displayed and enable the group.

    Make the group disable itself at the end of the dialog and its done. All you have to do is set the msg to display and enable the event when you need it

  • c2 does load the entire project at startup right now. As for unloading when not needed anymore afaik c2 handles all that stuff for you you cant change it

  • I know this thread is a few months old but Im having the exact same problem with r99.

    <img src="https://dl.dropbox.com/u/53012532/BarcodeScanEvent.png" border="0" />

    thats the exact event sheet thats all the program does. I export as appmobi without direct canvas and install on my 2.3.4 android phone run the app and click the button the scanner opens I scan a barcode and its like the app just restarts it flashes for a sec and then the text is never changed from the default value

  • its good if its gonna be fixed but Im willin to bet it was happenin to begin with cause the image loaded wasnt a power of 2 and webgl uses textures not just images

  • 2 problems

    1 - your not givin it an image to load in the link just his page on here. It has to be a link to an actual image file.

    2 - it cant load it because of cross domain access. Even if you did give it a link to an image on this website your c2 project couldnt load it unless it was running from this site as well

  • It is (was) only androids default browser that didnt support multi touch and I believe thats not even true anymore. And now newer android devices have Chrome which supports just about everything the desktop version does

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  • Im pretty sure integer scale wont allow it to be part of a scale. Like it cant be 1.5x scale only 1x or 2x which is why it looks better with pixel graphics. The problem with that is it limits just how fullscreen it can be based on the monitor ratio and the games

  • you can use Touch.X(num) to get the x value of a specific touch afaik. Same for other touch vars

  • the main thing to remember and Ive mentioned this elsewhere. You CANNOT trust those numbers outside of runtime. It doesnt matter if its displayed in the editor or not its not somethin you should depend on goin from edit time to run time.

    The IID is basically the index of a specific instance in relation to all the other instances of the same object. Im pretty sure it goes in the order they were created. I dunno if it keeps numbering higher when more are created or if it fills in gaps (instead of making a new IID 10 it would be somethin like 6 if the current ones were 1,2,3,4,5,7,8...)

    IID should NEVER be used to point to a specific instance. It should only be used possibly with loops and the like. Its basically a running count. Only in very very specific circumstances would it work out as intended for anything else.

    UID (as far as I know) will always be specific to that instance in the entire game. Thus its unique. Once that instance is created you can use the UID to point directly to that instance as long as it exists. Thats not to say that ANOTHER instance wont get that UID IF the first ones been removed.

    Its a trustable value to use as long as your aware of how your using it before hand. The main use is to relate one object to other objects during runtime (what your tryin to do with your example here) And it works perfectly fine as long as you take into account the times that instance (and thus its UID) might be unavailable.

    When you create an object the next action can set a variable to the UID of that created object. That variable can then be used to pick that specific instance of the object. If and when that instance is removed you need to set that variable to somethin else (like another UID of a newly created instance) or a value you consider "null" and use that value to determine if you CAN use the value to interact with the intended object.

    Basically IID is only useful for counting/looping for the most part. UID is the value to use but only if you set it on creation during runtime and take into account it possibly changing

  • bMove is the instance var on the player that controls it movin. That gets set to false when movetime is >= the time based on the touch distance

    And yeah it doesnt move if you just touch and not swipe because theres a global controlling it. If the distance between touch start and touch end isnt greater than that threshold it doesnt trigger movement

  • Heres an example I made showing player movement with swipe motions. Swipe anywhere on the game window to move the player. The longer the swipe the longer the player moves

    Live Demo

    capx here

    it includes pretty much everything already set up to use the swipe data for whatever

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aridale

Member since 7 Dec, 2011

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