Aphrodite's Recent Forum Activity

  • You cannot reset the system time, you have to set a variable to the system time on start of layout, then compare the difference between the system time and this variable to have the time of the current layout.

  • To do pseudo 3d there are multiple ways, with C2, if you only need 2 dimensions represented as 3 (like a floor always at the same altitude), a possible bet would be to create the logic in 2d on an invisible layer, then to apply formulas to redraw it in pseudo 3d ln top of that with the player as a reference ( which an help also when doing the logic and collision parts of the engine). Even if the deepth /altitude is used, you can still use this method, you will just have to control the height logic yourself.

    There are also two things to think about:

    You can postion objects sort of easily, but to scale them wit the distance, you will have to choose a certain parameter that will change how objects scales with the distance

    The other limiting factor is: C2 can render in rectangles, not trapezoids, I mean by that than a wall on the side can look weird if not done with that in mind.

  • I also hate it, it makes testing frustating, but removing it just works, if we could have a tickbox to choose to have it on and off, would be nice

  • Thanks for testing Do you think you could provide a link to the project file ... But, thinking theoretically, its hard to conclusively prove with test cases.

    I am trying to instead use call backs and varying secondary conditions (states) to order sequences independent of the layout include sequence; and for critical items I currently duplicate them in the "parent" layout ... (for example for processing that has to happen on end layout)

    Have fun : https://dl.dropboxusercontent.com/u/100 ... ering.capx

    Also as an advice, I personnaly try to never use any actions or conditions in the Main sheet, and the only times I do, I don't use triggers, but rather variable comparaison and such (which generally serves the purpose of reducing the nuber of included sheets depending on some values), so I've never encountered this problem, it seems to only affect triggers (maybe a bug report could be done since it goes a little counter-intuitive wise, not that it would be corrected, but just to have a trace of this for the future..).

    GeometriX

    grossd

  • It depends on what you are talking:

    If it is about implementation, I generrally do a function that will post the highscore on the webstorage if needed, Else will not post it, I can also do a "post_score" function to post it on some platforms like clay.io and facebook.

    If it is about conception, I try to see what the player can do, what he will probably try to do in the first place, and even when I want to be sadistic I try to see what is hard to do for him, so I can put a little reward if he does it, humans love rewards *-*.

    Also sometimes a score bonus (like a coin), since it is a positive thing, can help manipulating players' mind, you want him to do a somewhat blind jump? Bad design, indicate where he can land by using some good coins so the player tries to grab them by moving towards them, and Hurray, he is safe.

    Because bonuses are normally good, an easy bonus is likely to be grabbed if nothing else indicates to do anything.

  • ramones

    noooope.

    i entered in all platform behavior boxes the value of 50 and it still flies to the moon when i press '.

    i guess vector y is not affected by anything?

    Only in descent, the max fall speed limits it, in ascension, no limits (you'd have to make one yourself if you really want one).

    Which makes sense since the gravity can really makes it go fast if there is no limitation (a gravity is an acceleration, so it won't stop unless a limit is here), whereas the jump strength is the opposite of the initial vector Y during the jump.

    atthe endthere are limitations only where you don't directly use a speed but an acceleration (when going left, right or down)

  • I see now, you can achieve what you want I think by using "Set canvas Size to WindowWitdh x WindowHeight" just after quitting fullscreen (which will force the replacement back to it's normal position).

    I can see why people can find it weird that you want that effect, since the fullscreen is adding borders in that case rather than using more space on the screen (which will also imply that on a screen resolution much different, the game will be too large or too small to be visible as it should). But you can do it as I've explained with the set canvas size if I am right.

  • What you mean there's no point? You are saying that if in my game I press "Request fullscreen - whatever" I can not go back from fullscreen to window mode?

    Cause I can clearly see that using "Browser: Cancel fullscreen" works properly - only issue is it moves "games area" to a different position.

    And how setting it to letterbox scale helps anyway?

    I think ashley meant that your project settings involved fullscreen in browser:off instead of letterbox scale

    Just a though as I am not in C2 right now

  • Included event sheets are always read first, regardless of where the Include event sheet code is used in the event sheet. They are, however, read in the order that they're called in the "parent" event sheet, so there is certainty that can be relied upon.

    GeometriX grossd

    I've done a quick test, and it seems that it is as Geometrix said for the On start of layout (maybe also for every trigger condition), but not in case of a every tick, where the positionning of the include is of importance.

  • Also now webview will use the same Nitro javascript engine as the normal browser, which should give another boost

    Ashley: now we just need a multiplatform editor <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    http://9to5mac.com/2014/06/03/ios-8-web ... as-safari/ just reposting the link, since you cannot post the complete url yet

  • I would say the best option would be to use the object's "compare value" condition. Only for readeability since all of them will probably work just fine, and it would be micro optimising I think to try to squeeze out performances with that. You could however add an action to disable the collision of the current BonusEffect when you touched it.

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  • They aren't rendered off screen, but they are still processed, which can easily kneel down the cpu, so indeed it can be better in most cases to affect that

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Aphrodite

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