Aphrodite's Recent Forum Activity

    I personnaly think that it can be good in a way, but should not be overdone, an connected device can have a bug, where a simple sheet of paper have less chances of suffering from something random.

    More like "It could be real nice to have, but should not be an obligation".

    Heck I remember the time in college

    -you have to do some internet research about that.

    -but I don t have internet

    -you can use the informatic room, so do not try to escape this homework

    -yeah I ll have like 10 hours badly placed together to do this research, while I should be at home with my family, reaaaal fair.

  • Maybe R-Type and R-type 2 (I know they are technically emulated, but are official games for android), Cut the rope (not the 2, watching ads for more plays is laaaaaaame), the lite version of Sonic CD.

    All three well polished and enjoyable in my humble opinion.

    I also play syobon action and cat the wool (obvious rip off of cut the rope), one is a quick portage that does not feel in it s place on a touch device (Sonic CD feels better, R type have two kinds of controls, not that responsive, but good enough so it is better at least), the other is a bad rip off, with bad finitions, somewhat ads abusive, a sort of 30 fps logic that makes the animation of the cat more fluid than the actual physic of the game, and also not that fun to play (also ads are making bugs in the game, lolz)

    Of course the mobile have the advantage/handicap of touchscreen, and it is up to us to use it properly.

    Edit:Countless hours spent on cut the rope, a few hours on r type and r type 2 (I am not great on shooters, but love r type, so the hours count will go up), not much time on the lite version of sonic cd (but if one day I have the full game, oh boy..)

    In the exemple I ve quote, all of them can save right after a stage so you can play quickly.

  • Ashley has alerady said what the solution is to the 50MB. however understand that I don't know how to implement this.

    1. In your game. Make sure to check for updates. Some how you can specify a URL.

    2. Export your game to XDK.

    3. Remove game assets that are not part of the "First install screen". (ie UI, levels, audio).

    4. Place the HTML export of your entire game at the URL

    5. Pack the XDK GooglePlay version up to XDK compiler system.

    6. ??????

    7.Profit..

    no I'm kidding.

    6. Players will download the game.

    7. Upon first run the browse for update should go to the full games website.

    8. Game should now download all assets.

    however. i have not done this myself. But this is Ashley's suggestion for getting around the 50mb barrier.

    I dont have the time to test this, but basically you export only a index.html that will redirect to your game's page, so the user effectivelly plays your website version inside crosswalks, and need a connection for the first launch.

    Then since the offline.appcache (if you use it) will make it so ressources stays inside the app, and so you access your offline version whenever you want after this.

    It is basically the same as the browser version logic, if I am right.

  • Aphrodite I know it is not a 3D Engine :p But yeah I mistake explaining ! But your example is pretty what I wanted to do!

    Simulate rotating, things you can do with css3 and jquery (well, I did with css3 so it's why I wanted to know... ^^)

    is there a capx showing how to do this?

    Merci beaucoup

    vioz absolutly ahah :p

    I was basically:

    Setting first two instance variables, ini_width and ini_height, to the sprite initial size

    setting a variable called X_Angle, and to rotate it, setting the height of the sprite to:

    Sprite.ini_height*cos(Sprite.X_Angle)

    And a similar operation for the height

    Depending on the origin point, you also might have to place the sprite correctly after (my exemple had it s origin first right in the center, then on the bottom left, which will affect the rotations)

    I may have time to do an exemple capx when I'll be on ly computer if you want one.

  • Also, if you are only using circles (maybe could be expanded to more general cases somehow) and need a very precise circle collision, a simple distance comparison could actually do the job I would say:

    a circle of center A and radius 100, and a circle of center B and radius 10:

    They are overlapping if the distances between them is lower or equal than the sum of the two radiuses.

    But I think this could be more demanding at the end (maybe not), so maybe not a great idea on my part.

  • Triggers are not normal event. You can't OR them.

    Then C2 should prevent us to do it, either way, seems more like a bug rather that intended

  • If I want to do this :

    pick by evaluate -> object.variable = 100 & object.variable2 != 5

    Can I use a single expression or should I create two conditions as following :

    pick by comparison -> object.variable = 100

    pick by comparison -> object.variable ? 5

    ?

    you could do :

    But in that case, you are comparing instances variable, so just use Object>Compare instance variable:

  • From the manual, for the browser Object:

    "On suspended

    On resumed

    Triggered when the page's visibility changes, or when a mobile app is going in to the background or foreground. When invisible or in the background the app is suspended: all events stop running and all audio is muted."

    https://www.scirra.com/manual/110/browser

  • If it really is the problem you are describing, then it is not the intended behavior of an OR block (since OR block should act like an OR operator, not triggerring multiple times if multiple conditions are true), and so a bug report should be done I think.

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  • It may be a stupid suggestion, but instead of having the for each inside the function, maybe have it outside, before calling it

  • Normally a for each ends like.. this (since Events are read from top to bottom):

    And a function is over.. well juts after it's done, I do not know how to explain really, since the function isn't done in parralels, you call the function, it executes it, then it continue where it stopped previously, like if you just pasted the function inside an event (however functions and wait do not mix up that well it seems).

  • orugari :

    C2 isn't a 3D engine, so indeed you cannot spin around axis other than Z, however, you can simulate the other rotations, IF you only rotate one of them at a time

    exemple: https://dl.dropboxusercontent.com/u/100 ... index.html

    You might be able to simulate Z + one of the others, but not sure about that

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Aphrodite

Member since 20 Dec, 2011

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